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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Uzifeline</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Uzifeline"/>
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	<updated>2026-05-01T10:55:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=65937</id>
		<title>To Do List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=65937"/>
		<updated>2015-06-21T13:38:15Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Long War Header 2.png|center|256px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the Long War wiki once again and thank you for your interest in contributing. There is a lot to be updated, uploaded and created still and projects will be divided by category as per [[Long War Table| current structure]]. Major wiki projects will have separate categories. &lt;br /&gt;
Projects will have a link/s to relevant articles and forum threads, finished projects will be marked with {{Yes Icon}}. &lt;br /&gt;
&lt;br /&gt;
Important: Please categorize new pages with at least a &amp;lt;nowiki&amp;gt;[[Category: Long War]]&amp;lt;/nowiki&amp;gt; when creating them. Thank you. &lt;br /&gt;
&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Create an Overview category and Navbar for easy navigation.&lt;br /&gt;
&lt;br /&gt;
===Mod information ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Change Log ====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Commands ====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Difficulty Levels ====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Second Wave ====&lt;br /&gt;
&lt;br /&gt;
* Add new options introduced after B15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gray Market====&lt;br /&gt;
&lt;br /&gt;
* Create a list and add values for all items/artifacts. &lt;br /&gt;
&lt;br /&gt;
* Move this page to Situation Room subcategory, under XCOM Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Troubleshooting Guide====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Covert Operations====&lt;br /&gt;
&lt;br /&gt;
* Expand info (e.g. intel scan timing).&lt;br /&gt;
&lt;br /&gt;
* Move to EXALT category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Council====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Possibly create Council Requests page, detailing requirements for and values of requests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM Facilities==&lt;br /&gt;
&lt;br /&gt;
===Facilities===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}The [[Facilities (Long War)|Facilities]] article requires reconstruction. Description should be moved to individual articles and a table should be created, containing key information - research to unlock, costs, upkeep, building time, synergy, effect (+power/research/lower building costs etc.) When possible, add an image of each facility.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Added new [[Facilities (Long War)|Facilities]] page to replace the old one. Made old page into a redirect to the new page. Updated links from the old page to the new page. New page could use verifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mission Control====&lt;br /&gt;
&lt;br /&gt;
* Page is lacking details.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Hyperwave Relay&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Gollop Chamber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Alien Containment&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Laboratory&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Genetics Lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Access Lift&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Fission Generator&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Thermo Generator&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Elerium Generator&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Workshop&lt;br /&gt;
&lt;br /&gt;
* Foundry: Split table to improve navbar: different upgrades separated into their own tables.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Repair Bay&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Barracks====&lt;br /&gt;
&lt;br /&gt;
* Improve page, explain displayed info &amp;amp; stats etc.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Officer Training School&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Psionic Labs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hangar====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Interceptors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Situation Room====&lt;br /&gt;
&lt;br /&gt;
* Redirect to info on country satellite bonuses and funding under The Council page.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Satellite Uplink&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Satellite Nexus&lt;br /&gt;
&lt;br /&gt;
* Gray Market: Move page to here. Add values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
&lt;br /&gt;
* Add info about Van Doorn, Friendly and DLCs&#039; special soldiers, and their stat progression and applicable innate perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Soldier Class Trees====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}After the ability templates are done, all current descriptions in the tables should be replaced with those templates for easier updating in the future as well as consistency of descriptions. &lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}New icons should be added to level-up tables. &lt;br /&gt;
&lt;br /&gt;
* All classes need updated info on tactical advice and sample builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&lt;br /&gt;
* Add Command to table + info regarding said perk and promotions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
* Needs update on tactical advice.&lt;br /&gt;
&lt;br /&gt;
* Add Pyrokinesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MEC Troopers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MEC Trooper Class Trees====&lt;br /&gt;
&lt;br /&gt;
* All classes need updated info on tactical advice and sample builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V.s===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
&lt;br /&gt;
* All new articles should be added to [[ Template:Loadout (Long War) Navbar | Navbar]]. It will be updated to contain Armor, Weapons and Equipment categories shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
* Add Motion Tracker + template.&lt;br /&gt;
* Add Reaper Pack + template (remove Reaper Rounds).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
===Alien Life Forms===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Add and verify alien perks and stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Deployment===&lt;br /&gt;
&lt;br /&gt;
* Possibly add info on pod composition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFOs===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Research===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==EXALT==&lt;br /&gt;
&lt;br /&gt;
* Move Covert Operations subcategory to here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
* Update needed on new EXALT nomenclatures.&lt;br /&gt;
&lt;br /&gt;
* Iago van Doorn - https://i.imgur.com/pLpFgIM.jpg oh snap. Info needed, and a clear picture. Known to be Elite Heavy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}[[Map Tables (Long War)|Map tables]] were added outlining all maps in use and which type of mission uses them, as well as tips and descriptions for all [[Missions (Long War)|mission types]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mission Types===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Map Tables===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay mechanics==&lt;br /&gt;
&lt;br /&gt;
===Abilities List===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}All perks/abilities should eventually be added for easy browsing by users in the [[ Abilities List (Long War) | Abilities list]] article.&lt;br /&gt;
&lt;br /&gt;
See [[ Template: Tactical Sense (Long War)|Tactical Sense ]] for an example. The idea is to make template for each perk which afterwards can be used in Class trees, equipment tables, Alien and Exalt abilities tables and much more. Thus when a perk requires to be updated, you will have to go the template and edit once, not having to revisit each article making use of the perk. &lt;br /&gt;
&lt;br /&gt;
 Note that the current base template has two parameters:&amp;lt;br&amp;gt;&lt;br /&gt;
 -  &amp;quot;align&amp;quot; with &amp;quot;center&amp;quot; as a default value. &lt;br /&gt;
 You can use to change the alignment of both icon and text, thus using the template in  either class trees or ordinary tables. &amp;lt;br&amp;gt;&lt;br /&gt;
 You can use it as such :  name of template |align = left/center/right/justify &amp;lt;br&amp;gt;&lt;br /&gt;
 - &amp;quot;text&amp;quot; which is used to display the description of the perk. &lt;br /&gt;
 By default it is switched of therefore in order to display the description you should add - name of template |text=1&lt;br /&gt;
&lt;br /&gt;
Do not be surprised if you see on the template page no description. It is there and you can browse/edit it by going to the edit screen.&lt;br /&gt;
&lt;br /&gt;
To be added:&lt;br /&gt;
* Command&lt;br /&gt;
* Pyrokinesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cover===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Injury Time===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Panic===&lt;br /&gt;
&lt;br /&gt;
* Should be renamed to World Panic or Panic Levels as to not be confused with soldiers&#039; panic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dev Console===&lt;br /&gt;
&lt;br /&gt;
* Eventually add all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides and Tips==&lt;br /&gt;
&lt;br /&gt;
===Strategy Guide===&lt;br /&gt;
&lt;br /&gt;
* Could use more details and updates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Air Combat===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Tactics===&lt;br /&gt;
&lt;br /&gt;
* Could use more up-to-date info and findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Modifications===&lt;br /&gt;
&lt;br /&gt;
* Some parts are outdated.&lt;br /&gt;
* Needs formatting improvements.&lt;br /&gt;
* Possibly add list of mods compatible with LW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extracting and uploading game and mod art==&lt;br /&gt;
&lt;br /&gt;
A lot of assets can be extracted from the game and mod and uploaded on the wiki in order to improve/create articles. This section will be updated as necessary. &lt;br /&gt;
&lt;br /&gt;
* An article outlining how to extract, where to look and how to upload assets should be written.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=65936</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=65936"/>
		<updated>2015-06-21T13:18:35Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !!colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}||Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 18 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 20 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. AP, HE, and Alien Grenades are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility (25%) and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty (flat -20%) and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% aim and 40% mobility penalties, as well as reduced range for many area-of-effect attacks on enemies in the radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that armor piercing rounds stack with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 20 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=65932</id>
		<title>To Do List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=65932"/>
		<updated>2015-06-21T03:35:37Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Long War Header 2.png|center|256px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the Long War wiki once again and thank you for your interest in contributing. There is a lot to be updated, uploaded and created still and projects will be divided by category as per [[Long War Table| current structure]]. Major wiki projects will have separate categories. &lt;br /&gt;
Projects will have a link/s to relevant articles and forum threads, finished projects will be marked with {{Yes Icon}}. &lt;br /&gt;
&lt;br /&gt;
Important: Please categorize new pages with at least a &amp;lt;nowiki&amp;gt;[[Category: Long War]]&amp;lt;/nowiki&amp;gt; when creating them. Thank you. &lt;br /&gt;
&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Create an Overview category and Navbar for easy navigation.&lt;br /&gt;
&lt;br /&gt;
===Mod information ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Change Log ====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Commands ====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Difficulty Levels ====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Second Wave ====&lt;br /&gt;
&lt;br /&gt;
* Add new options introduced after B15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gray Market====&lt;br /&gt;
&lt;br /&gt;
* Create a list and add values for all items/artifacts. &lt;br /&gt;
&lt;br /&gt;
* Move this page to Situation Room subcategory, under XCOM Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Troubleshooting Guide====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Covert Operations====&lt;br /&gt;
&lt;br /&gt;
* Expand info (e.g. intel scan timing).&lt;br /&gt;
&lt;br /&gt;
* Move to EXALT category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Council====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Possibly create Council Requests page, detailing requirements for and values of requests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM Facilities==&lt;br /&gt;
&lt;br /&gt;
===Facilities===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}The [[Facilities (Long War)|Facilities]] article requires reconstruction. Description should be moved to individual articles and a table should be created, containing key information - research to unlock, costs, upkeep, building time, synergy, effect (+power/research/lower building costs etc.) When possible, add an image of each facility.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Added new [[Facilities (Long War)|Facilities]] page to replace the old one. Made old page into a redirect to the new page. Updated links from the old page to the new page. New page could use verifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mission Control====&lt;br /&gt;
&lt;br /&gt;
* Page is lacking details.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Hyperwave Relay&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Gollop Chamber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Alien Containment&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Laboratory&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Genetics Lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Access Lift&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Fission Generator&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Thermo Generator&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Elerium Generator&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Workshop&lt;br /&gt;
&lt;br /&gt;
* Foundry: Split table to improve navbar: different upgrades separated into their own tables.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Repair Bay&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Barracks====&lt;br /&gt;
&lt;br /&gt;
* Improve page, explain displayed info &amp;amp; stats etc.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Officer Training School&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Psionic Labs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hangar====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Interceptors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Situation Room====&lt;br /&gt;
&lt;br /&gt;
* Redirect to info on country satellite bonuses and funding under The Council page.&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Satellite Uplink&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Satellite Nexus&lt;br /&gt;
&lt;br /&gt;
* Gray Market: Move page to here. Add values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
&lt;br /&gt;
* Add info about Van Doorn, Friendly and DLCs&#039; special soldiers, and their stat progression and applicable innate perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Soldier Class Trees====&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}After the ability templates are done, all current descriptions in the tables should be replaced with those templates for easier updating in the future as well as consistency of descriptions. &lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}New icons should be added to level-up tables. &lt;br /&gt;
&lt;br /&gt;
* All classes need updated info on tactical advice and sample builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&lt;br /&gt;
* Add Command to table + info regarding said perk and promotions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
* Needs update on tactical advice.&lt;br /&gt;
&lt;br /&gt;
* Add Pyrokinesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MEC Troopers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MEC Trooper Class Trees====&lt;br /&gt;
&lt;br /&gt;
* All classes need updated info on tactical advice and sample builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V.s===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
&lt;br /&gt;
* All new articles should be added to [[ Template:Loadout (Long War) Navbar | Navbar]]. It will be updated to contain Armor, Weapons and Equipment categories shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
* Add new equipment: Motion Scanner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
&lt;br /&gt;
===Alien Life Forms===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}Add and verify alien perks and stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Deployment===&lt;br /&gt;
&lt;br /&gt;
* Possibly add info on pod composition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFOs===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Research===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==EXALT==&lt;br /&gt;
&lt;br /&gt;
* Move Covert Operations subcategory to here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
* Update needed on new EXALT nomenclatures.&lt;br /&gt;
&lt;br /&gt;
* Iago van Doorn - https://i.imgur.com/pLpFgIM.jpg oh snap. Info needed, and a clear picture. Known to be Elite Heavy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}[[Map Tables (Long War)|Map tables]] were added outlining all maps in use and which type of mission uses them, as well as tips and descriptions for all [[Missions (Long War)|mission types]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mission Types===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Map Tables===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay mechanics==&lt;br /&gt;
&lt;br /&gt;
===Abilities List===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}All perks/abilities should eventually be added for easy browsing by users in the [[ Abilities List (Long War) | Abilities list]] article.&lt;br /&gt;
&lt;br /&gt;
See [[ Template: Tactical Sense (Long War)|Tactical Sense ]] for an example. The idea is to make template for each perk which afterwards can be used in Class trees, equipment tables, Alien and Exalt abilities tables and much more. Thus when a perk requires to be updated, you will have to go the template and edit once, not having to revisit each article making use of the perk. &lt;br /&gt;
&lt;br /&gt;
 Note that the current base template has two parameters:&amp;lt;br&amp;gt;&lt;br /&gt;
 -  &amp;quot;align&amp;quot; with &amp;quot;center&amp;quot; as a default value. &lt;br /&gt;
 You can use to change the alignment of both icon and text, thus using the template in  either class trees or ordinary tables. &amp;lt;br&amp;gt;&lt;br /&gt;
 You can use it as such :  name of template |align = left/center/right/justify &amp;lt;br&amp;gt;&lt;br /&gt;
 - &amp;quot;text&amp;quot; which is used to display the description of the perk. &lt;br /&gt;
 By default it is switched of therefore in order to display the description you should add - name of template |text=1&lt;br /&gt;
&lt;br /&gt;
Do not be surprised if you see on the template page no description. It is there and you can browse/edit it by going to the edit screen.&lt;br /&gt;
&lt;br /&gt;
To be added:&lt;br /&gt;
* Command&lt;br /&gt;
* Pyrokinesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cover===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Injury Time===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Panic===&lt;br /&gt;
&lt;br /&gt;
* Should be renamed to World Panic or Panic Levels as to not be confused with soldiers&#039; panic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dev Console===&lt;br /&gt;
&lt;br /&gt;
* Eventually add all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides and Tips==&lt;br /&gt;
&lt;br /&gt;
===Strategy Guide===&lt;br /&gt;
&lt;br /&gt;
* Could use more details and updates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Air Combat===&lt;br /&gt;
&lt;br /&gt;
{{Yes Icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Tactics===&lt;br /&gt;
&lt;br /&gt;
* Could use more up-to-date info and findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Modifications===&lt;br /&gt;
&lt;br /&gt;
* Some parts are outdated.&lt;br /&gt;
* Needs formatting improvements.&lt;br /&gt;
* Possibly add list of mods compatible with LW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extracting and uploading game and mod art==&lt;br /&gt;
&lt;br /&gt;
A lot of assets can be extracted from the game and mod and uploaded on the wiki in order to improve/create articles. This section will be updated as necessary. &lt;br /&gt;
&lt;br /&gt;
* An article outlining how to extract, where to look and how to upload assets should be written.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=65931</id>
		<title>Map Tables (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=65931"/>
		<updated>2015-06-21T02:24:59Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Urban Warfare */ 3 maps added to bomb disposal roster (B15e)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full list of all maps used in Long War, the type of missions you may expect to engage on them as well as the general description category you will see in the mission briefing screen.&lt;br /&gt;
&lt;br /&gt;
These tables are sortable; just click the top row/header. Note that you can sort first by, say, Area of Operations, &amp;lt;u&amp;gt;then hold Shift&amp;lt;/u&amp;gt; and click Alien Mission(s) to more easily see (for example) all Roadway Abduction possibilities.&lt;br /&gt;
&lt;br /&gt;
=Urban Warfare=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Council Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | EXALT Mission !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar]] || align=&amp;quot;center&amp;quot; | [[File:BAR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar Terror]] || align=&amp;quot;center&amp;quot; | [[File:BAR TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard Euro]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD EURO (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CemeteryGrand (EU2012)|Cemetery Grand]] || align=&amp;quot;center&amp;quot; | [[File:CemeteryGrand.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Chryssalid Hive (EU2012)|Chryssalid Hive]] || align=&amp;quot;center&amp;quot; | [[File:Site Recon (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | Site Recon || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley EWI]] || align=&amp;quot;center&amp;quot; | [[File:Commercial_Alley_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialRestaurant (EU2012)|Commercial Restaurant]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL RESTAURANT.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET TERROR.png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CnfndLight (EU2012)|Confounding Light]] || align=&amp;quot;center&amp;quot; | [[File:CnfndLight.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store EWI]] || align=&amp;quot;center&amp;quot; | [[File:Convienience_Store_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store Terror]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Deluge Map (EU2012)|Deluge]] || align=&amp;quot;center&amp;quot; | [[File:Deluge (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Demolition EWI (EU2012)|Demolition EWI]] || align=&amp;quot;center&amp;quot; | [[File:Demolition_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[FastFood (EU2012)|Fast Food]] || align=&amp;quot;center&amp;quot; | [[File:FAST FOOD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Fast Food EWI (EU2012)|Fast Food EWI]] || align=&amp;quot;center&amp;quot; | [[File:Fast_Food_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas_Station_EWI_(EU2012)|Gas Station EWI]] || align=&amp;quot;center&amp;quot; | [[File:Gas_Station_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway1 (EU2012)|Highway 1]] || align=&amp;quot;center&amp;quot; | [[File:Highway1.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayBridge (EU2012)|Highway Bridge]] || align=&amp;quot;center&amp;quot; | [[File:HighwayBridge.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayConstruction (EU2012)|Highway Construction]] || align=&amp;quot;center&amp;quot; | [[File:HIGHWAY CONSTRUCTION (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway Construction EWI (EU2012)|Highway Construction EWI]] || align=&amp;quot;center&amp;quot; | [[File:Highway_Construction_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayFallen (EU2012)|Highway Fallen]] || align=&amp;quot;center&amp;quot; | [[File:HighwayFallen.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Extraction || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Industrial Office (EU2012)|Industrial Office]] || align=&amp;quot;center&amp;quot; | [[File:INDUSTRIAL OFFICE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | Covert Data Recovery ||align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LiquorStore (EU2012)|Liquor Store]] || align=&amp;quot;center&amp;quot; | [[File:LiquorStore.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Low Friends (EU2012)|Low Friends]] || align=&amp;quot;center&amp;quot; | [[File:LowFriends.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Meld Tutorial Map (EU2012)|Meld Tutorial]] || align=&amp;quot;center&amp;quot; | [[File:Meld Tutorial (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MilitaryAmmo (EU2012)|Military Ammo]] || align=&amp;quot;center&amp;quot; | [[File:MilitaryAmmo.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper]] || align=&amp;quot;center&amp;quot; | [[File:OFFICE PAPER (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Office Paper EWI (EU2012)|Office Paper EWI]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper Terror]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_Terror_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A]] || align=&amp;quot;center&amp;quot; | [[File:PIERA (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A Asia]] || align=&amp;quot;center&amp;quot; | [[File:PIERA_ACT2(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pier A Terror (EU2012)|Pier A Terror]] || align=&amp;quot;center&amp;quot; | [[File:Pier A Terror (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PoliceStation (EU2012)|Police Station]] || align=&amp;quot;center&amp;quot; | [[File:PoliceStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Portent (EU2012)|Portent]] || align=&amp;quot;center&amp;quot; | [[File:Portent (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ResearchOutpost (EU2012)|Research Outpost]] || align=&amp;quot;center&amp;quot; | [[File:ResearchOutpost.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst2.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const Asia]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SlaughterhouseA (EU2012)|Slaughterhouse A]] || align=&amp;quot;center&amp;quot; | [[File:SLAUGHTERHOUSE A (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallCemetery (EU2012)|Small Cemetery]] || align=&amp;quot;center&amp;quot; | [[File:SMALL CEMETERY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane Terror]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE TERROR (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetOverpass (EU2012)|Street Overpass]] || align=&amp;quot;center&amp;quot; | [[File:StreetOverpass.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Street Overpass EWI (EU2012)|Street Overpass EWI]] || align=&amp;quot;center&amp;quot; | [[File:Street_Overpass_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TrainStation (EU2012)|Train Station]] || align=&amp;quot;center&amp;quot; | [[File:TrainStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Trainyard (EU2012)|Trainyard]] || align=&amp;quot;center&amp;quot; | [[File:Trainyard.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop]] || align=&amp;quot;center&amp;quot; | [[File:TRUCKSTOP (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop EWI]] || align=&amp;quot;center&amp;quot; | [[File:Truck Stop EWI (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Status  !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Size !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Type(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_Cliffside (EU2012)|Abductor Cliffside]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Cliffside.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_FarmOutskirts (EU2012)|Abductor Farm Outskirts]] || align=&amp;quot;center&amp;quot; | [[File:Abductor FarmOutskirts.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_ScorchedEarth (EU2012)|Abductor Scorched Earth]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Scorched Earth.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_WindingStream (EU2012)|Abductor Winding Stream]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Winding Stream.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Furies Map (EU2012)|Furies]] || align=&amp;quot;center&amp;quot; | [[File:Furies (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Settlement&amp;lt;br&amp;gt;Progeny Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gangplank Map (EU2012)|Gangplank]] || align=&amp;quot;center&amp;quot; | [[File:Gangplank4.png|100px]] || align=&amp;quot;center&amp;quot; | Flying || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Battleship || align=&amp;quot;center&amp;quot; | Slingshot Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Large_Scout_City_(EU2012)|Large Scout City]] || align=&amp;quot;center&amp;quot; | [[File:Large_Scout_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Creepy Forest.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_DeepWoods (EU2012)|Large Scout Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_ForestTrench (EU2012)|Large Scout Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Hillside (EU2012)|Large Scout Hillside]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Hillside.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Stonewall (EU2012)|Large Scout Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_TheBarrens (EU2012)|Large Scout The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout The Barrens.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_StoneWall (EU2012)|Overseer Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Overseer The Barrens.png|100px]]  || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Badlands (EU2012)|Small Scout Badlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Badlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_DirtRoad (EU2012)|Small Scout Dirt Road]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Dirt Road.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Farm_(EU2012)|Small Scout Farm]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Farm_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Marshlands (EU2012)|Small Scout Marshlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Marshlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Quagmire (EU2012)|Small Scout Quagmire]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Quagmire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_River (EU2012)|Small Scout River]] || align=&amp;quot;center&amp;quot; | [[File:Small ScoutRiver.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout RiverValley.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Roadhouse_(EU2012)|Small Scout Roadhouse]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Roadhouse_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_ForestGrove (EU2012)|Supply Ship Forest Grove]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip ForestGrove.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_OverlookA (EU2012)|Supply Ship Overlook A]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip OverlookA.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_RockyGorge (EU2012)|Supply Ship Rocky Gorge]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip RockyGorge.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_Wildfire (EU2012)|Supply Ship Wildfire]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip Wildfire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Maps=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase01 (EU2012)|Alien Base 01]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase01.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase02 (EU2012)|Alien Base 02]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase02.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[EXALT HQ Assault (EU2012)|EXALT HQ]] || align=&amp;quot;center&amp;quot; | [[File:EXALT Base Raid (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | EXALT Base Raid&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TempleShip (EU2012)|Temple Ship]] || align=&amp;quot;center&amp;quot; | [[File:TempleShip.png|100px]] || align=&amp;quot;center&amp;quot; | Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Multiplayer (EU2012)|XCOM Hangar]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Multiplayer_4_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Air Base Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Assault (EU2012)|XCOM HQ]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Assault_2_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Long_War)&amp;diff=65930</id>
		<title>Info (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Long_War)&amp;diff=65930"/>
		<updated>2015-06-21T00:24:15Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long War features over 700 distinct changes in gameplay from vanilla XCOM.  Here is a short list of what you can expect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens:&#039;&#039;&#039;&lt;br /&gt;
* Aliens have a larger toolkit in general and are gradually upgraded over time.  Aliens can gain many perks.  &lt;br /&gt;
* Most pods contain a squad leader, a slightly tougher alien with a higher chance of having unique perks.&lt;br /&gt;
* In the later game, some pods contain boss aliens, which are larger and deadlier than their counterparts.&lt;br /&gt;
* All aliens except outsiders make noises when they move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldiers:&#039;&#039;&#039; &lt;br /&gt;
* Squad size begins at six and increases to eight, with 2-4 individual soldiers on major missions using the appropriate Foundry Upgrade.&lt;br /&gt;
* The promotion system has a different naming scheme.  Soldiers have eight classes, with three perks selectable per level at each tier.&lt;br /&gt;
* Panic no longer causes soldiers to shoot each other.&lt;br /&gt;
* Randomized stats are enabled by default.&lt;br /&gt;
* In place of the medal system, Long War features promotable officers with unique squad perks.  These officers share will with nearby soldiers.&lt;br /&gt;
* All non-officer, non-MEC soldiers can become psionic. The psionic tree has been expanded, and Rift can be learned on top level psionics who have mind controlled an Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory/weaponry:&#039;&#039;&#039; &lt;br /&gt;
* All soldiers start with two inventory slots and a plethora of free items.  &lt;br /&gt;
* Gun types now include a high mobility, low damage SMG, a high accuracy, low damage Carbine, and a low accuracy, low mobility, high damage Battle Rifle.  Shotguns are equippable by multiple classes.&lt;br /&gt;
* Pistols are inaccurate at range.  Secondary weapon types now include a machine pistol and a one tile range sawed-off shotgun.&lt;br /&gt;
* There is an extensive amount of new items for SHIVs, MECs, and Soldiers to purchase and carry.&lt;br /&gt;
* Equipment that is purchased has a 50% chance to be lost on soldier death.&lt;br /&gt;
* Equipment may become damaged and require repair at the [[Repair Bay (Long War)| Repair Bay]] as a result of a soldier taking non-armor damage or dying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research/Foundry:&#039;&#039;&#039;&lt;br /&gt;
* The research tree has been overhauled.  &lt;br /&gt;
* Autopsies are required before interrogations and need multiple corpses.  Some autopsies require relevant research.&lt;br /&gt;
* Psionics can be researched before capturing a Sectoid Commander.&lt;br /&gt;
* The Foundry has been massively expanded, with many expensive projects and useful upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
* Satelite Uplinks provide 1 Satellite, Satellite Nexuses provide 2.  Uplinks are capped by engineers. &lt;br /&gt;
* Laboratories and Workshops do not grant personnel.  &lt;br /&gt;
* Workshops only affect item prices, and provide diminishing returns up to a cap of 50%&lt;br /&gt;
* Most advanced buildings provide adjacency bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation Room:&#039;&#039;&#039;&lt;br /&gt;
* The game is only lost when ALL council nations leave the project.&lt;br /&gt;
* Successful Base Assaults will return a council nation to XCOM.&lt;br /&gt;
* The aliens will set up a base in a Council Nation early in the first month.  This nation will leave the project immediately.&lt;br /&gt;
* The aliens run their own base game, similar to the humans.  In addition to abductions and terror missions, they scout and hunt satellites, research, gather resources, bomb cities to increase panic, and launch base assaults of their own when they consider XCOM a threat.&lt;br /&gt;
* Countries not in XCOM become alien strongholds and provide them with resources.  The aliens will often focus on particular geographic regions.&lt;br /&gt;
* Losing the Base Defense no longer ends the game, however, you can expect substantial resource/personnel loss.&lt;br /&gt;
* EXALT is tougher to pinpoint and will remain around for much longer.  EXALT hacks can reduce your funds below 0.&lt;br /&gt;
* The Base Assault can be done with 2 additional soldiers given the proper foundry upgrade (max 10).  The Temple Ship Assault can be done with 4 additional soldiers using the same upgrade (max 12)&lt;br /&gt;
* Many maps that were specific to terror or council missions are used in abduction site missions.  A small tagline will indicate what type of map you will be flying to.&lt;br /&gt;
&lt;br /&gt;
==Current Version==&lt;br /&gt;
Long War EW Beta 15e [http://www.nexusmods.com/xcom/mods/88/?tab=2&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&amp;amp;pUp=1 Download]&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
Full [[Change Log (Long War)| Change Log]] is here on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
&lt;br /&gt;
* Chief Designer and Programmer: JohnnyLump &lt;br /&gt;
* Chief Programmer and Designer: Amineri&lt;br /&gt;
* Chief UI Programmer and Artist: XMarksTheSpot&lt;br /&gt;
* Programmer and Chief Quality Assurance Specialist: Ellatan&lt;br /&gt;
* Senior Contributing Programmer: WGhost81&lt;br /&gt;
* Sound Editors: TrackTwo, Matt Lees&lt;br /&gt;
* Contributing Artists: JCLewis, Ebolii, lfish, Obstbanane, IvanDogovich, Kordolius, Zyxpsilon, Neonin, AlexGlitch&lt;br /&gt;
* Contributing Programmers: TrackTwo, Liquid911, Part Time Commie, Uberjumper, Drakous79, Bertilsson, Bokauk, BlackAlpha, Guicomir, MuckBeth, Peasly Wellbott, Oddball_E8&lt;br /&gt;
* Translators: Noganeto1 (Spanish), Aldo32 (Spanish), Kordolius (French)&lt;br /&gt;
* Linux Port: Shivoc, Falex007, WGhost81&lt;br /&gt;
* Mac OS/X Port: Thither, Anderkent&lt;br /&gt;
* Thanks to: Kevin Schultz, Dan Price, Roland Rizzo at Firaxis Games for some expert assistance&lt;br /&gt;
* Thanks to: DubiousIntent (X-Com&#039;s modding archivist), ufopaedia.org (for hosting the Long War wiki) &amp;amp; Hobbes (wiki admin), Uzifeline, Gugacuardo, Tapkomet, Ogel, and Thunder_GR(soldier name lists), Heramael (copyediting)&lt;br /&gt;
* Amineri and XMarksTheSpot for UPKModder&lt;br /&gt;
* Eliot van Uytfanghe for UE Explorer&lt;br /&gt;
* twinj for discovering how to rescript functions&lt;br /&gt;
* Gildor for Unreal Package Decompessor&lt;br /&gt;
* Inno Setup 5, by JRSoftware.org&lt;br /&gt;
* Also special thanks to Neonin for the Long War logo on the Nexus mod page! Check out Neonin&#039;s UI Texture Replacement mod for livelier in-game icons and other graphics: http://xcom.nexusmods.com/mods/382//?&lt;br /&gt;
* Included software:XCOMEUModHelper by UberJumper&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
* If you are upgrading from Beta 3 or earlier, you should verify back to an up-to-date vanilla install.&lt;br /&gt;
* If you are upgraded from Beta 9a or earlier, you must start a new campaign.&lt;br /&gt;
* If you have ever played with any other mods on your EW install, or have changed some files yourself, verify back to a vanilla installation of EW before installing Long War. If you have any trouble with installation, do this as well.&lt;br /&gt;
* Disable any antivirus software. We have specific reports that Comodo security software can prevent a proper install; some have reported installation problems with it *on* while others with it installed but *off*. We have separate reports that BitDefender Free will crash XCOM with this mod.&lt;br /&gt;
* Make sure you have the latest .net framework installed.&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When you select your path to install the mod, you should receive a warning that the directory already exists, although we have had reports that it doesn&#039;t if you run in the installer in admin mode. If you aren&#039;t in admin mode and don&#039;t get this warning, you may have selected the wrong path.&lt;br /&gt;
* Start the game once. You may receive a CTD error; this appears to be some aspect of the mod completing installation and making nice with Steam. Start it again, and it should run.&lt;br /&gt;
* If you have been playing vanilla XCOM in a language other than the one you installed it in, switch XCOM to the installed Long War&#039;s language via its properties in Steam.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Installation notes&#039;&#039;&#039;&lt;br /&gt;
* This mod will overwrite several game files and likely render multiplayer unplayable until you uninstall.&lt;br /&gt;
* We don&#039;t think it will work on Macs, although you are welcome to try and give us feedback.&lt;br /&gt;
* The mod will not work properly on vanilla EW campaigns, so you&#039;ll need to start a new one. Campaigns are saved even if you uninstall, so you should be able to return to vanilla campaigns. Long War campaigns probably won&#039;t work well in vanilla.&lt;br /&gt;
* If Firaxis / 2k issues any patches to vanilla XCOM, it will overwrite and disable Long War, and almost certainly make the mod unplayable until the modders are able to update it. Unfortunately, turning off automatic updates to the game in Steam, via the game menu / Properties / Updates tab, does not prevent patches from loading. Your savegames should be preserved, though.&lt;br /&gt;
* If you want to use alternate game textures via Texmod, install them AFTER you fully install Long War.&lt;br /&gt;
* If you install this mod over an existing version of Long War EW, you won&#039;t be able to uninstall back to vanilla; to do so, you&#039;ll have to go to Steam and use the &amp;quot;Verify Integrity of Game Cache&amp;quot; option (under the Xcom game menu / Properties / Local Files tab) to restore your game to its original settings. You should also do this if something goes wrong with the uninstall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To uninstall&#039;&#039;&#039;&lt;br /&gt;
* Uninstall via the usual Windows Control Panel Add/Remove Programs feature, or verify back to vanilla.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
&#039;&#039;&#039;If you hit something that seems to be a bug, try the following steps and see if any of them clear up the problem&#039;&#039;&#039;&lt;br /&gt;
* Save your game and reload.&lt;br /&gt;
* Save your game, shut down XCOM and Steam, and restart.&lt;br /&gt;
* Save your game, shut down XCOM, and restart your computer.&lt;br /&gt;
* Save your game, shut down XCOM, delete all files in C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\Config, and restart XCOM.&lt;br /&gt;
* Consider verifying your XCOM install back to vanilla and reinstalling the mod per the instructions above. This will not remove your savegames.&lt;br /&gt;
* If you are getting periodic slowdowns or lockups on the Loading User Settings popup, try: 1) deleting most of your old savegames (in C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\SaveData) 2) turning of Cloud synch in Steam, or 3) Playing in offline mode.&lt;br /&gt;
* Find the file Long_War_EW_Detailed_Install_Troubleshooting.txt in your XEW folder and follow the instructions there. &lt;br /&gt;
* Report the bug on the Nexus. Please include the difficulty and any second wave options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If You Get a Crash To Desktop&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Please help us by posting crash output on the LW EW Beta Nexus subforum.&#039;&#039;&#039;&lt;br /&gt;
* Describe the circumstances of the crash.&lt;br /&gt;
* On most installations, go to this directory: C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\Logs&lt;br /&gt;
* Open the file Launch.log in a text editor.&lt;br /&gt;
* Scroll to the bottom of the file and look for the line that says &amp;quot;Log: === Critical error: ===&amp;quot;&lt;br /&gt;
* If it is present, copy that line to the end of the list of functions that were called and post on the subforum. &lt;br /&gt;
* Unfortunately, this stack dump doesn&#039;t occur very often in the log, and if a function list isn&#039;t present, it is unlikely we can do much with your post. &lt;br /&gt;
* If you can repeatedly reproduce this error after reloading your save game and taking the same steps, we may want your savegame. Please PM johnnylump on the Nexus with details, and he&#039;ll get you an email address for you to send the save.&lt;br /&gt;
* In any event, accept our grateful thanks for helping us debug the mod.&lt;br /&gt;
&lt;br /&gt;
For more information please see the [[Troubleshooting Guide (Long War)| Troubleshooting Guide]].&lt;br /&gt;
==Special Thanks== &lt;br /&gt;
&#039;&#039;For advice, ideas, support and feedback from many people, including but not limited to&#039;&#039;:&lt;br /&gt;
Adam T., &lt;br /&gt;
Agammamon, &lt;br /&gt;
Albrecht S.,&lt;br /&gt;
Alec K.,&lt;br /&gt;
Alex E.,&lt;br /&gt;
Allen S.,&lt;br /&gt;
Allen M.,&lt;br /&gt;
Amanasleep,&lt;br /&gt;
Anaxibois,&lt;br /&gt;
Anders H.,&lt;br /&gt;
Anders J.,&lt;br /&gt;
Andrey S.,&lt;br /&gt;
Angel R.,&lt;br /&gt;
Anthony S,&lt;br /&gt;
Antioche,&lt;br /&gt;
AnUser,&lt;br /&gt;
Armarnis,&lt;br /&gt;
Avenger93,&lt;br /&gt;
Ayur S.,&lt;br /&gt;
BeagleRush,&lt;br /&gt;
Ben C.,&lt;br /&gt;
Bilfdoffle,&lt;br /&gt;
BigRowdy,&lt;br /&gt;
Binkleywalker,&lt;br /&gt;
Bjlinden,&lt;br /&gt;
Bowen X.,&lt;br /&gt;
Boyski,&lt;br /&gt;
Brandon C.,&lt;br /&gt;
Brian H.,&lt;br /&gt;
Brian K.,&lt;br /&gt;
Bryan B.,&lt;br /&gt;
BuffaloBurger,&lt;br /&gt;
Businessware Technologies Inc.,&lt;br /&gt;
Cal0004,&lt;br /&gt;
Casnimot,&lt;br /&gt;
Charles B.,&lt;br /&gt;
Charles-Henri G.,&lt;br /&gt;
Chris H.,&lt;br /&gt;
Christian P.,&lt;br /&gt;
Commander Gorda ,&lt;br /&gt;
Computeraddict,&lt;br /&gt;
Daniel S.,&lt;br /&gt;
Darkrenown,&lt;br /&gt;
David N.,&lt;br /&gt;
David W.,&lt;br /&gt;
DeadCrowsFood,&lt;br /&gt;
Deducter ,&lt;br /&gt;
Demiansky,&lt;br /&gt;
Devon_v,&lt;br /&gt;
Dominique V.,&lt;br /&gt;
Duong N.,&lt;br /&gt;
Dustin K.,&lt;br /&gt;
Dustin S.,&lt;br /&gt;
drake8888,&lt;br /&gt;
Edward O.,&lt;br /&gt;
eld10,&lt;br /&gt;
Eric M.,&lt;br /&gt;
Erik H.,&lt;br /&gt;
Feldelm,&lt;br /&gt;
Felerys ,&lt;br /&gt;
Firestorm10,&lt;br /&gt;
FilthyRobot,&lt;br /&gt;
Fishbo,&lt;br /&gt;
Florian E.,&lt;br /&gt;
FlyingHigh10000000,&lt;br /&gt;
Geoffrey N.,&lt;br /&gt;
Gerd G.,&lt;br /&gt;
Gorgon01,&lt;br /&gt;
Guillaume B.,&lt;br /&gt;
Gyogen,&lt;br /&gt;
Haerzog,&lt;br /&gt;
Hambil,&lt;br /&gt;
Haruspice,&lt;br /&gt;
Hazapuza,&lt;br /&gt;
Hellraptor,&lt;br /&gt;
Heramael,&lt;br /&gt;
Houmie,&lt;br /&gt;
Ian R.,&lt;br /&gt;
Iceciro,&lt;br /&gt;
Insufferable Smartypants,&lt;br /&gt;
Jan-Michael M.,&lt;br /&gt;
Jared B.,&lt;br /&gt;
Jeffrey E.,&lt;br /&gt;
Jeremy O.,&lt;br /&gt;
Jeroen K.,&lt;br /&gt;
Jesse N.,&lt;br /&gt;
Joachim W.,&lt;br /&gt;
Johan K.,&lt;br /&gt;
John S.,&lt;br /&gt;
Joseph B.,&lt;br /&gt;
Joseph H.,&lt;br /&gt;
Kara42,&lt;br /&gt;
Kaya E.,&lt;br /&gt;
Ken D.,&lt;br /&gt;
Khamza D.,&lt;br /&gt;
Kirill Z.,&lt;br /&gt;
Kostas A.,&lt;br /&gt;
Low Low H H,&lt;br /&gt;
Luix,&lt;br /&gt;
Maik A.,&lt;br /&gt;
Markus L.,&lt;br /&gt;
Matthias L.,&lt;br /&gt;
Maxim I.,&lt;br /&gt;
MelloAce,&lt;br /&gt;
Michael B.,&lt;br /&gt;
Miguel P.,&lt;br /&gt;
Mike B.,&lt;br /&gt;
Minoitos,&lt;br /&gt;
MrBims,&lt;br /&gt;
MSpain77,&lt;br /&gt;
Mufuks,&lt;br /&gt;
NeoSeether,&lt;br /&gt;
Nesi N.,&lt;br /&gt;
Nontalo,&lt;br /&gt;
Oleg E.,&lt;br /&gt;
Oliver L.,&lt;br /&gt;
Orost,&lt;br /&gt;
Patrick M.,&lt;br /&gt;
Patrick P.,&lt;br /&gt;
Philip M.,&lt;br /&gt;
Philipp D.,&lt;br /&gt;
Phwop,&lt;br /&gt;
RaymondHouser,&lt;br /&gt;
Reid A.,&lt;br /&gt;
Renraw,&lt;br /&gt;
Rex F.,&lt;br /&gt;
Robert F.,&lt;br /&gt;
Robert H.,&lt;br /&gt;
Ross C.,&lt;br /&gt;
Rudiger S.,&lt;br /&gt;
Saph7,&lt;br /&gt;
Sebastian C.,&lt;br /&gt;
Sebastian S.,&lt;br /&gt;
Shane F.,&lt;br /&gt;
Sibiryak,&lt;br /&gt;
SirDrD,&lt;br /&gt;
Skrzaciksc,&lt;br /&gt;
Squee913,&lt;br /&gt;
Stefan S.,&lt;br /&gt;
Stephen M.,&lt;br /&gt;
Talhydras,&lt;br /&gt;
Teemredd31,&lt;br /&gt;
Thomas M.,&lt;br /&gt;
Thomas G.,&lt;br /&gt;
Thunder_GR,&lt;br /&gt;
Tim E.,&lt;br /&gt;
Valakov,&lt;br /&gt;
Vesa P.,&lt;br /&gt;
WalterJ,&lt;br /&gt;
Wintermist,&lt;br /&gt;
WorthlessBums,&lt;br /&gt;
Xaxyx,&lt;br /&gt;
Xwynns,&lt;br /&gt;
Yustarius ,&lt;br /&gt;
Yzaxtol ,&lt;br /&gt;
ZiggRolls20,&lt;br /&gt;
Zybertrix,&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=65929</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=65929"/>
		<updated>2015-06-20T23:48:22Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=&amp;quot;right&amp;quot;/&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text. &amp;lt;b&amp;gt;FIXED IN B15&amp;lt;/b&amp;gt;&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15e (June 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Van Doorn voice pack. Thanks Firaxis!&lt;br /&gt;
* Added &amp;quot;Euro Female 1&amp;quot; English accented voicepack by Eveline Frei. Created a new Euro / English voice category and put Faleg&#039;s voice there, too. (Note his VO may have to be reassigned after upgrading). Added &amp;quot;SE Asian Female 1&amp;quot; English accented voicepack by Ping Teo. Added &amp;quot;South African Male 2&amp;quot; voicepack by Jurgen Delaere.&lt;br /&gt;
* Officers commanding a mission now have a new ability, &amp;quot;Command,&amp;quot; which allows officer to end their turn to grant a yellow move to a soldier who has used up all his/her movement for the turn. Limitations: 1 charge per officer rank, (so 1 for lieutenants, etc.), 4 turn cooldown; soldiers must be in visual range and have otherwise completed their turn; can&#039;t use on panicking, strangled, overwatching, hunkering or steady-aim soldiers, or VIPs. Does not reset your ability to use &amp;quot;free&amp;quot; actions (like Paramedic or Hit and Run) if you&#039;ve already used them. Notes: You can&#039;t use it on OW, HD or SA soldiers primarily because I haven&#039;t figured out how to turn off those abilities if the free move is granted. In addition, this borrows a MEC variable (flamethrower charges) to work, so those of you who like to mod things so MECs can be officers will have problems with flamethrowers going forward.&lt;br /&gt;
* Added capability so bomb missions can take place on any abduction/terror type map. Added 3 new maps to roster.&lt;br /&gt;
* Stood up Pyrokinesis perk, a level 4 psi perk. It allows you to ignite fires over multiple tiles anywhere within sight range. Does no harm to units in AOE. 4 turn cooldown. Unlocked by Muton Elite interrogation. Will be interested in feedback about utility of perk and may adjust settings. NOTE: This perk is taking over Ranger&#039;s slot, so using the devconsole and GivePerk -49 is necessary to remove Ranger from soldiers in ongoing campaigns. I think I&#039;ve got it so having the old Ranger perk won&#039;t give you the ability unless you are a psi, at least.&lt;br /&gt;
* New Item: Motion Scanner. Here&#039;s working design, subject to change before and after 15e final is released:&lt;br /&gt;
** When used, it activates the radar for that soldier for the rest of XCOM&#039;s turn. It shows aliens, civilians, meld cans, bomb nodes and the bomb. It works roughly 5 tiles beyond visual range.&lt;br /&gt;
** It currently uses no movement. This has a moderate chance of changing if item is OP.&lt;br /&gt;
** It is available for cheap construction at campaign start.&lt;br /&gt;
** It has 3 charges, 4 with packmaster (base charges ini-moddable). This also has a moderate chance of being reduced if item is OP. You can only equip one per soldier. It can be used by any soldier or SHIV. It cannot be used by MECs (for technical reasons; we had to borrow a MEC variable to hold the charges).&lt;br /&gt;
** It takes over the battlescanner icon in the abilities bar.&lt;br /&gt;
** It uses the &amp;quot;EXALT art&amp;quot; item enum (so that colorful bit of flavor has been removed (sorry, but better than than a real soldier item). Upon winning the EXALT HQ raid, the player just gets a straight injection of cash of equivalent value. It also uses the old Smartgun kit image, which itself was an unused vanilla Motion Tracker image,&lt;br /&gt;
** Battlescanners are now restricted to Scouts and Engineers only (regardless of whether they have the perk). The 1-item-per-soldier limitation for Battlescanners has been removed. Battlescanners now use the &amp;quot;close cyberdisc&amp;quot; icon, because it&#039;s round (looks vaguely like a battlescanner) and not one the player has previously seen. Battlescanners may see their duration reduced. (Remember they are bugged in a couple of ways we can&#039;t fix.)&lt;br /&gt;
* Long War now supports up to 36 second wave options. We&#039;ll add some but leave some options blank for future modders if they want to add some.&lt;br /&gt;
* Modified console command SetMedalPowerA so it will turn on and off Second Wave options for all future checks of that option. You&#039;ll need to install the modified engine.upk (existing 15c+ one, available in downloads) to activate the console, plus you&#039;ll need the internal number of the option (rather than the string) to turn it on and off. The numbers will now be printed in the after the name of the perk in ingame text for reference. NOTE: This isn&#039;t what we&#039;d call a supported gameplay feature, so you may get some strange interactions if you use it a lot. Turning off Red Fog is probably pretty straightforward, but turning on or off Dynamic War mid-campaign could lead to wonky outcomes.&lt;br /&gt;
* New second wave options:&lt;br /&gt;
** Hide perk tree (ini toggle that does this no longer works; use console command to rehide the trees in ongoing B15 campaigns)&lt;br /&gt;
** Deactivate repair system (ini setting that does this no longer works; use console command to turn it off again in ongoing B15 campaigns)&lt;br /&gt;
** Deactivate Exalt missions&lt;br /&gt;
** Split Cinematic Mode into separate ground and air options&lt;br /&gt;
** +2 squad size at start and on covert extractions&lt;br /&gt;
** Repairs only cost time, not money&lt;br /&gt;
** Many missions have alien count reduced by 40%&lt;br /&gt;
** Show alien to hit chances with various abilities&lt;br /&gt;
* SpazmoJones&#039; show XP mod in soldier list view implemented&lt;br /&gt;
* XMarksTheSpot&#039;s larger-soldier-modification-slots mod implemented. The ini setting PSI_NUM_TRAINING_SLOTS will now set the number of slots (simultaneous soldiers who can be trained/modified) in the Psi Lab, Gene Lab and MEC Augmentation chamber in the Repair Bay without any UI bugs, unless you add so many slots they exceed the size of the screen.&lt;br /&gt;
* Zhang, Annette and the guards&#039; voicepacks can now be assigned to any soldier. They are in a &amp;quot;Special&amp;quot; category in the Customize UI. Only bug is that there&#039;s no VO triggering when you select a particular voice, so it&#039;s hard to know which you&#039;ve picked until a mission. (The characters are first; the guards are last)&lt;br /&gt;
* All plasma primary weapons have a special bonus stat or ability attached to them&lt;br /&gt;
* Updated advice to the loading screen tips&lt;br /&gt;
* Added an alternate &amp;quot;training&amp;quot; DefaultGameCore.ini in the download with easier settings from normal through impossible. No text changes accompany this, so &amp;quot;impossible&amp;quot; in training mode isn&#039;t really all that. If I can figure it out and have time I&#039;ll jimmy the installer so it will load automatically on install. To use it, replace the file DefaultGameCore.ini with this file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Psi Panic now has Berserker interrogation as a prereq. Psychokinetic Strike now has Sectoid Commander interrogation as a prereq.&lt;br /&gt;
* Van Doorn now receives Steadfast perk. His starting level will be higher if you get him later in the campaign. His aide will also join XCOM after the mission as a low-ranking soldier.&lt;br /&gt;
* Furies made stronger. The Egyptian twins start out as level 2 psis. The other guy starts as a level 4 regular soldier and a level 1 psi. Each of them gets a different level 1 psi perk.&lt;br /&gt;
* Made MEC-1 less expensive to construct and gave it Body Shield perk&lt;br /&gt;
* Council mission reward soldiers can cap at sergeant instead of corporal. This only affects a couple of missions (and not item requests).&lt;br /&gt;
* Boss monsters on council missions will trigger based on months passed instead of council missions completed, so participation in DLC missions shouldn&#039;t accelerate their appearance. Increased threshold for boss monsters to appear by a couple of months.&lt;br /&gt;
* Deluge will not trigger until a minimum number of months has passed AND you build the PsiLabs. Previously it has triggered only on PsiLab presence.&lt;br /&gt;
* Ammo Conservation grants +1 ammo to SAW-series instead of +2, now consistent with all other guns.&lt;br /&gt;
* Captured drones will no longer have the repair ability, because unlimited repairs is too exploitey. Reduced cost of Capture drone foundry project.&lt;br /&gt;
* One medic with Field Surgeon will provide 1 hp wound reduction in calculating timeout 100% of the time instead of 75%. Multiple FS Medics on the same mission will have no additional effect.&lt;br /&gt;
* Ranger and Gunslinger perks combined. Retaining Gunslinger icon but calling Ranger. Replaced perks on trees that had both (Sniper, Scout, Assault gain Deadeye, DGG and Executioner, respectively).&lt;br /&gt;
* Reaper Rounds renamed &amp;quot;Reaper Pack&amp;quot; and now only works with laser weapons. Unlocked by Supercapacitors. Removed some alloy and meld requirement from SC foundry project.&lt;br /&gt;
* Gunner gets Opportunist instead of AFC, +2 aim at Covering Fire, +2 aim at Ready For Anything.&lt;br /&gt;
* Reduced Gollop Chamber build time and alloy cost.&lt;br /&gt;
* Plasma Mauler reduced to -1 mobility penalty, so it entirely obsoletes the sawed-off shotgun when built.&lt;br /&gt;
* Significant drop in alloys required for weapon research (removed 400+ alloy costs across all weapon techs, and 150 elerium as well). Marginal increase in research time for advanced weapon techs. Increased alloy costs of construction most individual weapons by between 2 and 10 alloys depending on tech and weapon power. Elerium costs went up on items unlocked by techs that saw the elerium research cost went down (pulse and plasma). This is to define the role of alloys and elerium better (primarily serving gear, while fragments serve research), and to hopefully give you some more flexibility in loading out your troops -- you don&#039;t have to go all-in on a particular tier because you invested so much in just unlocking it. Also reduced some research item costs for armor and mec techs.&lt;br /&gt;
* Added one more turn to initial timer on bomb missions&lt;br /&gt;
* Slight increase in meld timer&lt;br /&gt;
* Removed pier map from possible covert extractions&lt;br /&gt;
* Augment cost reduced to 60 meld&lt;br /&gt;
* Removed kill XP penalty for MECs&lt;br /&gt;
* Added +1 base damage for flamethrowers&lt;br /&gt;
* Regen Biofield will now prevent a critically wounded soldier from bleeding out if the soldier is in range of the psi trooper.&lt;br /&gt;
* Floater Leaders won&#039;t get CCS until level 4, sted 2.&lt;br /&gt;
* Harder Heavy Floater escort table delayed one month&lt;br /&gt;
* Created an easier Muton Elite escort table for early months in which they are encountered. Basically &amp;quot;harder&amp;quot; tables mean RNG favors harder enemies as secondary and tertiaries in pods led by these aliens.&lt;br /&gt;
* Your reaction shots will display to-hit chance in text scroll.&lt;br /&gt;
* Wrote code that would remove reported pro-player cheating reducing chance of critical hits on normal and classic when XCOM soldier is flanked or exposed.&lt;br /&gt;
* Wrote code that would remove native bonus defense against psi attacks on brutal and impossible (+10/+20). Gave full bonus will to non-psionic aliens on those difficulties to compensate, half bonus (+5/+10) will to psionic aliens (who can also use it for offense). Minor balance change.&lt;br /&gt;
* Zhang gets Lone Wolf perk when joining XCOM.&lt;br /&gt;
* Late in the game, countries with high defense ratings may offer sergeants for item requests.&lt;br /&gt;
* Lowered permanent will penalty on critical wounds to 5. In addition, soldiers receive 24 hours (ini-moddable) extra fatigue after missions per critical wound suffered in the campaign. The latter is not prevented by Secondary Heart (or anything else, except PSI Armor).&lt;br /&gt;
* Shadow Armor has 2 item slots.&lt;br /&gt;
* Removed CCS from Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when AC units are destroyed on Roadhouse map. THIS IS THE MAP WITH A SMALL CRASHED UFO UNDER A BRIDGE AND A BAR/GAS STATION.&lt;br /&gt;
* Obscure CTD on visibility updates during Mind Controls. This seems to happen when mind-controlling an alien activates a new pod.&lt;br /&gt;
* Updated bomb nodes code, including a fix for when nodes (and the bomb itself) can&#039;t be clicked, particularly after a savegame. You can also now set the initial timer for bomb missions in DefaultRandomSpawns.ini. Also other fixes to bomb placement code. Install hotfix here: http://www.nexusmods.com/xcom/mods/499/&lt;br /&gt;
* Firing at a flanked unit moving through&lt;br /&gt;
* Fixed fuel cell inventory image&lt;br /&gt;
* Pulse Carbine aim bonus corrected to +6 instead of +7&lt;br /&gt;
* Rookies arriving after Tactical Rigging is developed will no longer have a 4th inventory slot until they change armor. Had to disable auto-equipping of grenade in 3rd inventory slot to fix this bug.&lt;br /&gt;
* Genemodding and PsiTraining soldiers should no longer count as available soldiers in class counts in soldier list&lt;br /&gt;
* Techs that require exactly one of an item (like captives) will always require exactly one of that item regardless of Dynamic War setting&lt;br /&gt;
* More map patches&lt;br /&gt;
* Item card weapon range descriptor should be more accurate now&lt;br /&gt;
* iDefense line in BalanceMods_Classic entries for weapons should work now&lt;br /&gt;
* Fixed at least one instance of Concealment being broken when it shouldn&#039;t be.&lt;br /&gt;
* If you have more than 15 ability icons, Ability HUD will now show all icons&lt;br /&gt;
* You will no longer be able to see meld canisters or bombs in the fog.&lt;br /&gt;
* Clarified shredder ammo perk text that it only works on SAWs, LMGs and MEC primaries&lt;br /&gt;
* SpazmoJones&#039; attempted fix on kill and miss VOs happening at the same time&lt;br /&gt;
* Battlescanners will no longer block Exalt hack on Covert Data Recovery missions&lt;br /&gt;
* Bring &#039;Em On granting extra soldier actions&lt;br /&gt;
* Too-high XP penalty for Augmenting a soldier corrected&lt;br /&gt;
* Controllers should work better in Squad Select screen now&lt;br /&gt;
* Flak ammo damage will be counted for calculating whether a kill shot occurs&lt;br /&gt;
* Psi Panic success changes should report correctly now&lt;br /&gt;
* Extra &amp;quot;x1s&amp;quot; after use of Command should be repaired now&lt;br /&gt;
* Fixed bug in Mechtoid AI&lt;br /&gt;
* Some stability improvements in targeting and damage calcs in tactical game&lt;br /&gt;
* Dashing against reaction fire should provide correct defensive bonuses now&lt;br /&gt;
* Body Shield will provide crit protection now&lt;br /&gt;
* Some improvements to bomb mission stability&lt;br /&gt;
* Combat Drugs bonuses will appear in crit bonus list now&lt;br /&gt;
* Fixed bugs when sending soldier with negative will into psi training&lt;br /&gt;
&lt;br /&gt;
===Beta 15d2 hotfix (April 23, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
===Beta 15c2 hotfix  (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15c (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b-e Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b-e issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15d/15d2/15e issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=65928</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=65928"/>
		<updated>2015-06-20T23:28:40Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=&amp;quot;right&amp;quot;/&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text. &amp;lt;b&amp;gt;FIXED IN B15&amp;lt;/b&amp;gt;&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15e (June 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Van Doorn voice pack. Thanks Firaxis!&lt;br /&gt;
* Added &amp;quot;Euro Female 1&amp;quot; English accented voicepack by Eveline Frei. Created a new Euro / English voice category and put Faleg&#039;s voice there, too. (Note his VO may have to be reassigned after upgrading). Added &amp;quot;SE Asian Female 1&amp;quot; English accented voicepack by Ping Teo. Added &amp;quot;South African Male 2&amp;quot; voicepack by Jurgen Delaere.&lt;br /&gt;
* Officers commanding a mission now have a new ability, &amp;quot;Command,&amp;quot; which allows officer to end their turn to grant a yellow move to a soldier who has used up all his/her movement for the turn. Limitations: 1 charge per officer rank, (so 1 for lieutenants, etc.), 4 turn cooldown; soldiers must be in visual range and have otherwise completed their turn; can&#039;t use on panicking, strangled, overwatching, hunkering or steady-aim soldiers, or VIPs. Does not reset your ability to use &amp;quot;free&amp;quot; actions (like Paramedic or Hit and Run) if you&#039;ve already used them. Notes: You can&#039;t use it on OW, HD or SA soldiers primarily because I haven&#039;t figured out how to turn off those abilities if the free move is granted. In addition, this borrows a MEC variable (flamethrower charges) to work, so those of you who like to mod things so MECs can be officers will have problems with flamethrowers going forward.&lt;br /&gt;
* Added capability so bomb missions can take place on any abduction/terror type map. Added 3 new maps to roster.&lt;br /&gt;
* Stood up Pyrokinesis perk, a level 4 psi perk. It allows you to ignite fires over multiple tiles anywhere within sight range. Does no harm to units in AOE. 4 turn cooldown. Unlocked by Muton Elite interrogation. Will be interested in feedback about utility of perk and may adjust settings. NOTE: This perk is taking over Ranger&#039;s slot, so using the devconsole and GivePerk -49 is necessary to remove Ranger from soldiers in ongoing campaigns. I think I&#039;ve got it so having the old Ranger perk won&#039;t give you the ability unless you are a psi, at least.&lt;br /&gt;
* New Item: Motion Scanner. Here&#039;s working design, subject to change before and after 15e final is released:&lt;br /&gt;
** When used, it activates the radar for that soldier for the rest of XCOM&#039;s turn. It shows aliens, civilians, meld cans, bomb nodes and the bomb. It works roughly 5 tiles beyond visual range.&lt;br /&gt;
** It currently uses no movement. This has a moderate chance of changing if item is OP.&lt;br /&gt;
** It is available for cheap construction at campaign start.&lt;br /&gt;
** It has 3 charges, 4 with packmaster (base charges ini-moddable). This also has a moderate chance of being reduced if item is OP. You can only equip one per soldier. It can be used by any soldier or SHIV. It cannot be used by MECs (for technical reasons; we had to borrow a MEC variable to hold the charges).&lt;br /&gt;
** It takes over the battlescanner icon in the abilities bar.&lt;br /&gt;
** It uses the &amp;quot;EXALT art&amp;quot; item enum (so that colorful bit of flavor has been removed (sorry, but better than than a real soldier item). Upon winning the EXALT HQ raid, the player just gets a straight injection of cash of equivalent value. It also uses the old Smartgun kit image, which itself was an unused vanilla Motion Tracker image,&lt;br /&gt;
** Battlescanners are now restricted to Scouts and Engineers only (regardless of whether they have the perk). The 1-item-per-soldier limitation for Battlescanners has been removed. Battlescanners now use the &amp;quot;close cyberdisc&amp;quot; icon, because it&#039;s round (looks vaguely like a battlescanner) and not one the player has previously seen. Battlescanners may see their duration reduced. (Remember they are bugged in a couple of ways we can&#039;t fix.)&lt;br /&gt;
* Long War now supports up to 36 second wave options. We&#039;ll add some but leave some options blank for future modders if they want to add some.&lt;br /&gt;
* Modified console command SetMedalPowerA so it will turn on and off Second Wave options for all future checks of that option. You&#039;ll need to install the modified engine.upk (existing 15c+ one, available in downloads) to activate the console, plus you&#039;ll need the internal number of the option (rather than the string) to turn it on and off. The numbers will now be printed in the after the name of the perk in ingame text for reference. NOTE: This isn&#039;t what we&#039;d call a supported gameplay feature, so you may get some strange interactions if you use it a lot. Turning off Red Fog is probably pretty straightforward, but turning on or off Dynamic War mid-campaign could lead to wonky outcomes.&lt;br /&gt;
* New second wave options:&lt;br /&gt;
** Hide perk tree (ini toggle that does this no longer works; use console command to rehide the trees in ongoing B15 campaigns)&lt;br /&gt;
** Deactivate repair system (ini setting that does this no longer works; use console command to turn it off again in ongoing B15 campaigns)&lt;br /&gt;
** Deactivate Exalt missions&lt;br /&gt;
** Split Cinematic Mode into separate ground and air options&lt;br /&gt;
** +2 squad size at start and on covert extractions&lt;br /&gt;
** Repairs only cost time, not money&lt;br /&gt;
** Many missions have alien count reduced by 40%&lt;br /&gt;
** Show alien to hit chances with various abilities&lt;br /&gt;
* SpazmoJones&#039; show XP mod in soldier list view implemented&lt;br /&gt;
* XMarksTheSpot&#039;s larger-soldier-modification-slots mod implemented. The ini setting PSI_NUM_TRAINING_SLOTS will now set the number of slots (simultaneous soldiers who can be trained/modified) in the Psi Lab, Gene Lab and MEC Augmentation chamber in the Repair Bay without any UI bugs, unless you add so many slots they exceed the size of the screen.&lt;br /&gt;
* Zhang, Annette and the guards&#039; voicepacks can now be assigned to any soldier. They are in a &amp;quot;Special&amp;quot; category in the Customize UI. Only bug is that there&#039;s no VO triggering when you select a particular voice, so it&#039;s hard to know which you&#039;ve picked until a mission. (The characters are first; the guards are last)&lt;br /&gt;
* All plasma primary weapons have a special bonus stat or ability attached to them&lt;br /&gt;
* Updated advice to the loading screen tips&lt;br /&gt;
* Added an alternate &amp;quot;training&amp;quot; DefaultGameCore.ini in the download with easier settings from normal through impossible. No text changes accompany this, so &amp;quot;impossible&amp;quot; in training mode isn&#039;t really all that. If I can figure it out and have time I&#039;ll jimmy the installer so it will load automatically on install. To use it, replace the file DefaultGameCore.ini with this file.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Psi Panic now has Berserker interrogation as a prereq. Psychokinetic Strike now has Sectoid Commander interrogation as a prereq.&lt;br /&gt;
* Van Doorn now receives Steadfast perk. His starting level will be higher if you get him later in the campaign. His aide will also join XCOM after the mission as a low*ranking soldier.&lt;br /&gt;
* Furies made stronger. The Egyptian twins start out as level 2 psis. The other guy starts as a level 4 regular soldier and a level 1 psi. Each of them gets a different level 1 psi perk.&lt;br /&gt;
* Made MEC*1 less expensive to construct and gave it Body Shield perk&lt;br /&gt;
* Council mission reward soldiers can cap at sergeant instead of corporal. This only affects a couple of missions (and not item requests).&lt;br /&gt;
* Boss monsters on council missions will trigger based on months passed instead of council missions completed, so participation in DLC missions shouldn&#039;t accelerate their appearance. Increased threshold for boss monsters to appear by a couple of months.&lt;br /&gt;
* Deluge will not trigger until a minimum number of months has passed AND you build the PsiLabs. Previously it has triggered only on PsiLab presence.&lt;br /&gt;
* Ammo Conservation grants +1 ammo to SAW*series instead of +2, now consistent with all other guns.&lt;br /&gt;
* Captured drones will no longer have the repair ability, because unlimited repairs is too exploitey. Reduced cost of Capture drone foundry project.&lt;br /&gt;
* One medic with Field Surgeon will provide 1 hp wound reduction in calculating timeout 100% of the time instead of 75%. Multiple FS Medics on the same mission will have no additional effect.&lt;br /&gt;
* Ranger and Gunslinger perks combined. Retaining Gunslinger icon but calling Ranger. Replaced perks on trees that had both (Sniper, Scout, Assault gain Deadeye, DGG and Executioner, respectively). &lt;br /&gt;
* Reaper Rounds renamed &amp;quot;Reaper Pack&amp;quot; and now only works with laser weapons. Unlocked by Supercapacitors. Removed some alloy and meld requirement from SC foundry project.&lt;br /&gt;
* Gunner gets Opportunist instead of AFC, +2 aim at Covering Fire, +2 aim at Ready For Anything.&lt;br /&gt;
* Reduced Gollop Chamber build time and alloy cost.&lt;br /&gt;
* Plasma Mauler reduced to *1 mobility penalty, so it entirely obsoletes the sawed*off shotgun when built.&lt;br /&gt;
* Significant drop in alloys required for weapon research (removed 400+ alloy costs across all weapon techs, and 150 elerium as well). Marginal increase in research time for advanced weapon techs. Increased alloy costs of construction most individual weapons by between 2 and 10 alloys depending on tech and weapon power. Elerium costs went up on items unlocked by techs that saw the elerium research cost went down (pulse and plasma). This is to define the role of alloys and elerium better (primarily serving gear, while fragments serve research), and to hopefully give you some more flexibility in loading out your troops ** you don&#039;t have to go all*in on a particular tier because you invested so much in just unlocking it. Also reduced some research item costs for armor and mec techs.&lt;br /&gt;
* Added one more turn to initial timer on bomb missions&lt;br /&gt;
* Slight increase in meld timer&lt;br /&gt;
* Removed pier map from possible covert extractions&lt;br /&gt;
* Augment cost reduced to 60 meld&lt;br /&gt;
* Removed kill XP penalty for MECs&lt;br /&gt;
* Added +1 base damage for flamethrowers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Psi Panic now has Berserker interrogation as a prereq. Psychokinetic Strike now has Sectoid Commander interrogation as a prereq.&lt;br /&gt;
* Van Doorn now receives Steadfast perk. His starting level will be higher if you get him later in the campaign. His aide will also join XCOM after the mission as a low-ranking soldier.&lt;br /&gt;
* Furies made stronger. The Egyptian twins start out as level 2 psis. The other guy starts as a level 4 regular soldier and a level 1 psi. Each of them gets a different level 1 psi perk.&lt;br /&gt;
* Made MEC-1 less expensive to construct and gave it Body Shield perk&lt;br /&gt;
* Council mission reward soldiers can cap at sergeant instead of corporal. This only affects a couple of missions (and not item requests).&lt;br /&gt;
* Boss monsters on council missions will trigger based on months passed instead of council missions completed, so participation in DLC missions shouldn&#039;t accelerate their appearance. Increased threshold for boss monsters to appear by a couple of months.&lt;br /&gt;
* Deluge will not trigger until a minimum number of months has passed AND you build the PsiLabs. Previously it has triggered only on PsiLab presence.&lt;br /&gt;
* Ammo Conservation grants +1 ammo to SAW-series instead of +2, now consistent with all other guns.&lt;br /&gt;
* Captured drones will no longer have the repair ability, because unlimited repairs is too exploitey. Reduced cost of Capture drone foundry project.&lt;br /&gt;
* One medic with Field Surgeon will provide 1 hp wound reduction in calculating timeout 100% of the time instead of 75%. Multiple FS Medics on the same mission will have no additional effect.&lt;br /&gt;
* Ranger and Gunslinger perks combined. Retaining Gunslinger icon but calling Ranger. Replaced perks on trees that had both (Sniper, Scout, Assault gain Deadeye, DGG and Executioner, respectively).&lt;br /&gt;
* Reaper Rounds renamed &amp;quot;Reaper Pack&amp;quot; and now only works with laser weapons. Unlocked by Supercapacitors. Removed some alloy and meld requirement from SC foundry project.&lt;br /&gt;
* Gunner gets Opportunist instead of AFC, +2 aim at Covering Fire, +2 aim at Ready For Anything.&lt;br /&gt;
* Reduced Gollop Chamber build time and alloy cost.&lt;br /&gt;
* Plasma Mauler reduced to -1 mobility penalty, so it entirely obsoletes the sawed-off shotgun when built.&lt;br /&gt;
* Significant drop in alloys required for weapon research (removed 400+ alloy costs across all weapon techs, and 150 elerium as well). Marginal increase in research time for advanced weapon techs. Increased alloy costs of construction most individual weapons by between 2 and 10 alloys depending on tech and weapon power. Elerium costs went up on items unlocked by techs that saw the elerium research cost went down (pulse and plasma). This is to define the role of alloys and elerium better (primarily serving gear, while fragments serve research), and to hopefully give you some more flexibility in loading out your troops -- you don&#039;t have to go all-in on a particular tier because you invested so much in just unlocking it. Also reduced some research item costs for armor and mec techs.&lt;br /&gt;
* Added one more turn to initial timer on bomb missions&lt;br /&gt;
* Slight increase in meld timer&lt;br /&gt;
* Removed pier map from possible covert extractions&lt;br /&gt;
* Augment cost reduced to 60 meld&lt;br /&gt;
* Removed kill XP penalty for MECs&lt;br /&gt;
* Added +1 base damage for flamethrowers&lt;br /&gt;
* Regen Biofield will now prevent a critically wounded soldier from bleeding out if the soldier is in range of the psi trooper.&lt;br /&gt;
* Floater Leaders won&#039;t get CCS until level 4, sted 2.&lt;br /&gt;
* Harder Heavy Floater escort table delayed one month&lt;br /&gt;
* Created an easier Muton Elite escort table for early months in which they are encountered. Basically &amp;quot;harder&amp;quot; tables mean RNG favors harder enemies as secondary and tertiaries in pods led by these aliens.&lt;br /&gt;
* Your reaction shots will display to-hit chance in text scroll.&lt;br /&gt;
* Wrote code that would remove reported pro-player cheating reducing chance of critical hits on normal and classic when XCOM soldier is flanked or exposed.&lt;br /&gt;
* Wrote code that would remove native bonus defense against psi attacks on brutal and impossible (+10/+20). Gave full bonus will to non-psionic aliens on those difficulties to compensate, half bonus (+5/+10) will to psionic aliens (who can also use it for offense). Minor balance change.&lt;br /&gt;
* Zhang gets Lone Wolf perk when joining XCOM.&lt;br /&gt;
* Late in the game, countries with high defense ratings may offer sergeants for item requests.&lt;br /&gt;
* Lowered permanent will penalty on critical wounds to 5. In addition, soldiers receive 24 hours (ini-moddable) extra fatigue after missions per critical wound suffered in the campaign. The latter is not prevented by Secondary Heart (or anything else, except PSI Armor).&lt;br /&gt;
* Shadow Armor has 2 item slots.&lt;br /&gt;
* Removed CCS from Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when AC units are destroyed on Roadhouse map. THIS IS THE MAP WITH A SMALL CRASHED UFO UNDER A BRIDGE AND A BAR/GAS STATION.&lt;br /&gt;
* Obscure CTD on visibility updates during Mind Controls. This seems to happen when mind-controlling an alien activates a new pod.&lt;br /&gt;
* Updated bomb nodes code, including a fix for when nodes (and the bomb itself) can&#039;t be clicked, particularly after a savegame. You can also now set the initial timer for bomb missions in DefaultRandomSpawns.ini. Also other fixes to bomb placement code. Install hotfix here: http://www.nexusmods.com/xcom/mods/499/&lt;br /&gt;
* Firing at a flanked unit moving through&lt;br /&gt;
* Fixed fuel cell inventory image&lt;br /&gt;
* Pulse Carbine aim bonus corrected to +6 instead of +7&lt;br /&gt;
* Rookies arriving after Tactical Rigging is developed will no longer have a 4th inventory slot until they change armor. Had to disable auto-equipping of grenade in 3rd inventory slot to fix this bug.&lt;br /&gt;
* Genemodding and PsiTraining soldiers should no longer count as available soldiers in class counts in soldier list&lt;br /&gt;
* Techs that require exactly one of an item (like captives) will always require exactly one of that item regardless of Dynamic War setting&lt;br /&gt;
* More map patches&lt;br /&gt;
* Item card weapon range descriptor should be more accurate now&lt;br /&gt;
* iDefense line in BalanceMods_Classic entries for weapons should work now&lt;br /&gt;
* Fixed at least one instance of Concealment being broken when it shouldn&#039;t be.&lt;br /&gt;
* If you have more than 15 ability icons, Ability HUD will now show all icons&lt;br /&gt;
* You will no longer be able to see meld canisters or bombs in the fog.&lt;br /&gt;
* Clarified shredder ammo perk text that it only works on SAWs, LMGs and MEC primaries&lt;br /&gt;
* SpazmoJones&#039; attempted fix on kill and miss VOs happening at the same time&lt;br /&gt;
* Battlescanners will no longer block Exalt hack on Covert Data Recovery missions&lt;br /&gt;
* Bring &#039;Em On granting extra soldier actions&lt;br /&gt;
* Too-high XP penalty for Augmenting a soldier corrected&lt;br /&gt;
* Controllers should work better in Squad Select screen now&lt;br /&gt;
* Flak ammo damage will be counted for calculating whether a kill shot occurs&lt;br /&gt;
* Psi Panic success changes should report correctly now&lt;br /&gt;
* Extra &amp;quot;x1s&amp;quot; after use of Command should be repaired now&lt;br /&gt;
* Fixed bug in Mechtoid AI&lt;br /&gt;
* Some stability improvements in targeting and damage calcs in tactical game&lt;br /&gt;
* Dashing against reaction fire should provide correct defensive bonuses now&lt;br /&gt;
* Body Shield will provide crit protection now&lt;br /&gt;
* Some improvements to bomb mission stability&lt;br /&gt;
* Combat Drugs bonuses will appear in crit bonus list now&lt;br /&gt;
* Fixed bugs when sending soldier with negative will into psi training&lt;br /&gt;
&lt;br /&gt;
===Beta 15d2 hotfix (April 23, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
===Beta 15c2 hotfix  (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15c (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b-e Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b-e issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15d/15d2/15e issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=65393</id>
		<title>Map Tables (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=65393"/>
		<updated>2015-06-07T20:45:55Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Urban Warfare */ Pier A Terror removed from CE pool (B15e)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full list of all maps used in Long War, the type of missions you may expect to engage on them as well as the general description category you will see in the mission briefing screen.&lt;br /&gt;
&lt;br /&gt;
These tables are sortable; just click the top row/header. Note that you can sort first by, say, Area of Operations, &amp;lt;u&amp;gt;then hold Shift&amp;lt;/u&amp;gt; and click Alien Mission(s) to more easily see (for example) all Roadway Abduction possibilities.&lt;br /&gt;
&lt;br /&gt;
=Urban Warfare=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Council Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | EXALT Mission !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar]] || align=&amp;quot;center&amp;quot; | [[File:BAR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar Terror]] || align=&amp;quot;center&amp;quot; | [[File:BAR TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard Euro]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD EURO (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CemeteryGrand (EU2012)|Cemetery Grand]] || align=&amp;quot;center&amp;quot; | [[File:CemeteryGrand.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Chryssalid Hive (EU2012)|Chryssalid Hive]] || align=&amp;quot;center&amp;quot; | [[File:Site Recon (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | Site Recon || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley EWI]] || align=&amp;quot;center&amp;quot; | [[File:Commercial_Alley_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialRestaurant (EU2012)|Commercial Restaurant]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL RESTAURANT.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET TERROR.png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CnfndLight (EU2012)|Confounding Light]] || align=&amp;quot;center&amp;quot; | [[File:CnfndLight.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store EWI]] || align=&amp;quot;center&amp;quot; | [[File:Convienience_Store_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store Terror]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Deluge Map (EU2012)|Deluge]] || align=&amp;quot;center&amp;quot; | [[File:Deluge (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Demolition EWI (EU2012)|Demolition EWI]] || align=&amp;quot;center&amp;quot; | [[File:Demolition_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[FastFood (EU2012)|Fast Food]] || align=&amp;quot;center&amp;quot; | [[File:FAST FOOD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Fast Food EWI (EU2012)|Fast Food EWI]] || align=&amp;quot;center&amp;quot; | [[File:Fast_Food_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas_Station_EWI_(EU2012)|Gas Station EWI]] || align=&amp;quot;center&amp;quot; | [[File:Gas_Station_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway1 (EU2012)|Highway 1]] || align=&amp;quot;center&amp;quot; | [[File:Highway1.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayBridge (EU2012)|Highway Bridge]] || align=&amp;quot;center&amp;quot; | [[File:HighwayBridge.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayConstruction (EU2012)|Highway Construction]] || align=&amp;quot;center&amp;quot; | [[File:HIGHWAY CONSTRUCTION (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway Construction EWI (EU2012)|Highway Construction EWI]] || align=&amp;quot;center&amp;quot; | [[File:Highway_Construction_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayFallen (EU2012)|Highway Fallen]] || align=&amp;quot;center&amp;quot; | [[File:HighwayFallen.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Extraction || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Industrial Office (EU2012)|Industrial Office]] || align=&amp;quot;center&amp;quot; | [[File:INDUSTRIAL OFFICE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | Covert Data Recovery ||align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LiquorStore (EU2012)|Liquor Store]] || align=&amp;quot;center&amp;quot; | [[File:LiquorStore.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Low Friends (EU2012)|Low Friends]] || align=&amp;quot;center&amp;quot; | [[File:LowFriends.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Meld Tutorial Map (EU2012)|Meld Tutorial]] || align=&amp;quot;center&amp;quot; | [[File:Meld Tutorial (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MilitaryAmmo (EU2012)|Military Ammo]] || align=&amp;quot;center&amp;quot; | [[File:MilitaryAmmo.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper]] || align=&amp;quot;center&amp;quot; | [[File:OFFICE PAPER (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Office Paper EWI (EU2012)|Office Paper EWI]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper Terror]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_Terror_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A]] || align=&amp;quot;center&amp;quot; | [[File:PIERA (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A Asia]] || align=&amp;quot;center&amp;quot; | [[File:PIERA_ACT2(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pier A Terror (EU2012)|Pier A Terror]] || align=&amp;quot;center&amp;quot; | [[File:Pier A Terror (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PoliceStation (EU2012)|Police Station]] || align=&amp;quot;center&amp;quot; | [[File:PoliceStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Portent (EU2012)|Portent]] || align=&amp;quot;center&amp;quot; | [[File:Portent (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ResearchOutpost (EU2012)|Research Outpost]] || align=&amp;quot;center&amp;quot; | [[File:ResearchOutpost.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst2.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const Asia]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SlaughterhouseA (EU2012)|Slaughterhouse A]] || align=&amp;quot;center&amp;quot; | [[File:SLAUGHTERHOUSE A (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallCemetery (EU2012)|Small Cemetery]] || align=&amp;quot;center&amp;quot; | [[File:SMALL CEMETERY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane Terror]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE TERROR (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetOverpass (EU2012)|Street Overpass]] || align=&amp;quot;center&amp;quot; | [[File:StreetOverpass.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Street Overpass EWI (EU2012)|Street Overpass EWI]] || align=&amp;quot;center&amp;quot; | [[File:Street_Overpass_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TrainStation (EU2012)|Train Station]] || align=&amp;quot;center&amp;quot; | [[File:TrainStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Trainyard (EU2012)|Trainyard]] || align=&amp;quot;center&amp;quot; | [[File:Trainyard.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop]] || align=&amp;quot;center&amp;quot; | [[File:TRUCKSTOP (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop EWI]] || align=&amp;quot;center&amp;quot; | [[File:Truck Stop EWI (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Status  !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Size !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Type(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_Cliffside (EU2012)|Abductor Cliffside]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Cliffside.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_FarmOutskirts (EU2012)|Abductor Farm Outskirts]] || align=&amp;quot;center&amp;quot; | [[File:Abductor FarmOutskirts.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_ScorchedEarth (EU2012)|Abductor Scorched Earth]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Scorched Earth.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_WindingStream (EU2012)|Abductor Winding Stream]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Winding Stream.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Furies Map (EU2012)|Furies]] || align=&amp;quot;center&amp;quot; | [[File:Furies (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Settlement&amp;lt;br&amp;gt;Progeny Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gangplank Map (EU2012)|Gangplank]] || align=&amp;quot;center&amp;quot; | [[File:Gangplank4.png|100px]] || align=&amp;quot;center&amp;quot; | Flying || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Battleship || align=&amp;quot;center&amp;quot; | Slingshot Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Large_Scout_City_(EU2012)|Large Scout City]] || align=&amp;quot;center&amp;quot; | [[File:Large_Scout_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Creepy Forest.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_DeepWoods (EU2012)|Large Scout Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_ForestTrench (EU2012)|Large Scout Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Hillside (EU2012)|Large Scout Hillside]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Hillside.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Stonewall (EU2012)|Large Scout Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_TheBarrens (EU2012)|Large Scout The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout The Barrens.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_StoneWall (EU2012)|Overseer Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Overseer The Barrens.png|100px]]  || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Badlands (EU2012)|Small Scout Badlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Badlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_DirtRoad (EU2012)|Small Scout Dirt Road]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Dirt Road.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Farm_(EU2012)|Small Scout Farm]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Farm_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Marshlands (EU2012)|Small Scout Marshlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Marshlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Quagmire (EU2012)|Small Scout Quagmire]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Quagmire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_River (EU2012)|Small Scout River]] || align=&amp;quot;center&amp;quot; | [[File:Small ScoutRiver.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout RiverValley.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Roadhouse_(EU2012)|Small Scout Roadhouse]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Roadhouse_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_ForestGrove (EU2012)|Supply Ship Forest Grove]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip ForestGrove.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_OverlookA (EU2012)|Supply Ship Overlook A]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip OverlookA.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_RockyGorge (EU2012)|Supply Ship Rocky Gorge]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip RockyGorge.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_Wildfire (EU2012)|Supply Ship Wildfire]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip Wildfire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Maps=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase01 (EU2012)|Alien Base 01]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase01.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase02 (EU2012)|Alien Base 02]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase02.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[EXALT HQ Assault (EU2012)|EXALT HQ]] || align=&amp;quot;center&amp;quot; | [[File:EXALT Base Raid (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | EXALT Base Raid&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TempleShip (EU2012)|Temple Ship]] || align=&amp;quot;center&amp;quot; | [[File:TempleShip.png|100px]] || align=&amp;quot;center&amp;quot; | Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Multiplayer (EU2012)|XCOM Hangar]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Multiplayer_4_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Air Base Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Assault (EU2012)|XCOM HQ]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Assault_2_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=65392</id>
		<title>Map Tables (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=65392"/>
		<updated>2015-06-07T20:35:12Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* UFO Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full list of all maps used in Long War, the type of missions you may expect to engage on them as well as the general description category you will see in the mission briefing screen.&lt;br /&gt;
&lt;br /&gt;
These tables are sortable; just click the top row/header. Note that you can sort first by, say, Area of Operations, &amp;lt;u&amp;gt;then hold Shift&amp;lt;/u&amp;gt; and click Alien Mission(s) to more easily see (for example) all Roadway Abduction possibilities.&lt;br /&gt;
&lt;br /&gt;
=Urban Warfare=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Council Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | EXALT Mission !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar]] || align=&amp;quot;center&amp;quot; | [[File:BAR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar Terror]] || align=&amp;quot;center&amp;quot; | [[File:BAR TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard Euro]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD EURO (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CemeteryGrand (EU2012)|Cemetery Grand]] || align=&amp;quot;center&amp;quot; | [[File:CemeteryGrand.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Chryssalid Hive (EU2012)|Chryssalid Hive]] || align=&amp;quot;center&amp;quot; | [[File:Site Recon (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | Site Recon || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley EWI]] || align=&amp;quot;center&amp;quot; | [[File:Commercial_Alley_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialRestaurant (EU2012)|Commercial Restaurant]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL RESTAURANT.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET TERROR.png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CnfndLight (EU2012)|Confounding Light]] || align=&amp;quot;center&amp;quot; | [[File:CnfndLight.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store EWI]] || align=&amp;quot;center&amp;quot; | [[File:Convienience_Store_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store Terror]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Deluge Map (EU2012)|Deluge]] || align=&amp;quot;center&amp;quot; | [[File:Deluge (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Demolition EWI (EU2012)|Demolition EWI]] || align=&amp;quot;center&amp;quot; | [[File:Demolition_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[FastFood (EU2012)|Fast Food]] || align=&amp;quot;center&amp;quot; | [[File:FAST FOOD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Fast Food EWI (EU2012)|Fast Food EWI]] || align=&amp;quot;center&amp;quot; | [[File:Fast_Food_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas_Station_EWI_(EU2012)|Gas Station EWI]] || align=&amp;quot;center&amp;quot; | [[File:Gas_Station_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway1 (EU2012)|Highway 1]] || align=&amp;quot;center&amp;quot; | [[File:Highway1.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayBridge (EU2012)|Highway Bridge]] || align=&amp;quot;center&amp;quot; | [[File:HighwayBridge.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayConstruction (EU2012)|Highway Construction]] || align=&amp;quot;center&amp;quot; | [[File:HIGHWAY CONSTRUCTION (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway Construction EWI (EU2012)|Highway Construction EWI]] || align=&amp;quot;center&amp;quot; | [[File:Highway_Construction_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayFallen (EU2012)|Highway Fallen]] || align=&amp;quot;center&amp;quot; | [[File:HighwayFallen.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Extraction || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Industrial Office (EU2012)|Industrial Office]] || align=&amp;quot;center&amp;quot; | [[File:INDUSTRIAL OFFICE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | Covert Data Recovery ||align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LiquorStore (EU2012)|Liquor Store]] || align=&amp;quot;center&amp;quot; | [[File:LiquorStore.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Low Friends (EU2012)|Low Friends]] || align=&amp;quot;center&amp;quot; | [[File:LowFriends.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Meld Tutorial Map (EU2012)|Meld Tutorial]] || align=&amp;quot;center&amp;quot; | [[File:Meld Tutorial (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MilitaryAmmo (EU2012)|Military Ammo]] || align=&amp;quot;center&amp;quot; | [[File:MilitaryAmmo.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper]] || align=&amp;quot;center&amp;quot; | [[File:OFFICE PAPER (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Office Paper EWI (EU2012)|Office Paper EWI]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper Terror]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_Terror_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A]] || align=&amp;quot;center&amp;quot; | [[File:PIERA (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A Asia]] || align=&amp;quot;center&amp;quot; | [[File:PIERA_ACT2(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pier A Terror (EU2012)|Pier A Terror]] || align=&amp;quot;center&amp;quot; | [[File:Pier A Terror (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PoliceStation (EU2012)|Police Station]] || align=&amp;quot;center&amp;quot; | [[File:PoliceStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Portent (EU2012)|Portent]] || align=&amp;quot;center&amp;quot; | [[File:Portent (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ResearchOutpost (EU2012)|Research Outpost]] || align=&amp;quot;center&amp;quot; | [[File:ResearchOutpost.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst2.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const Asia]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SlaughterhouseA (EU2012)|Slaughterhouse A]] || align=&amp;quot;center&amp;quot; | [[File:SLAUGHTERHOUSE A (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallCemetery (EU2012)|Small Cemetery]] || align=&amp;quot;center&amp;quot; | [[File:SMALL CEMETERY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane Terror]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE TERROR (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetOverpass (EU2012)|Street Overpass]] || align=&amp;quot;center&amp;quot; | [[File:StreetOverpass.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Street Overpass EWI (EU2012)|Street Overpass EWI]] || align=&amp;quot;center&amp;quot; | [[File:Street_Overpass_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TrainStation (EU2012)|Train Station]] || align=&amp;quot;center&amp;quot; | [[File:TrainStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Trainyard (EU2012)|Trainyard]] || align=&amp;quot;center&amp;quot; | [[File:Trainyard.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop]] || align=&amp;quot;center&amp;quot; | [[File:TRUCKSTOP (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop EWI]] || align=&amp;quot;center&amp;quot; | [[File:Truck Stop EWI (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Status  !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Size !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Type(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_Cliffside (EU2012)|Abductor Cliffside]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Cliffside.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_FarmOutskirts (EU2012)|Abductor Farm Outskirts]] || align=&amp;quot;center&amp;quot; | [[File:Abductor FarmOutskirts.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_ScorchedEarth (EU2012)|Abductor Scorched Earth]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Scorched Earth.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_WindingStream (EU2012)|Abductor Winding Stream]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Winding Stream.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Furies Map (EU2012)|Furies]] || align=&amp;quot;center&amp;quot; | [[File:Furies (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Settlement&amp;lt;br&amp;gt;Progeny Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gangplank Map (EU2012)|Gangplank]] || align=&amp;quot;center&amp;quot; | [[File:Gangplank4.png|100px]] || align=&amp;quot;center&amp;quot; | Flying || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Battleship || align=&amp;quot;center&amp;quot; | Slingshot Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Large_Scout_City_(EU2012)|Large Scout City]] || align=&amp;quot;center&amp;quot; | [[File:Large_Scout_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Creepy Forest.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_DeepWoods (EU2012)|Large Scout Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_ForestTrench (EU2012)|Large Scout Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Hillside (EU2012)|Large Scout Hillside]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Hillside.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Stonewall (EU2012)|Large Scout Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_TheBarrens (EU2012)|Large Scout The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout The Barrens.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_StoneWall (EU2012)|Overseer Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Overseer The Barrens.png|100px]]  || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Badlands (EU2012)|Small Scout Badlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Badlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_DirtRoad (EU2012)|Small Scout Dirt Road]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Dirt Road.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Farm_(EU2012)|Small Scout Farm]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Farm_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Marshlands (EU2012)|Small Scout Marshlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Marshlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Quagmire (EU2012)|Small Scout Quagmire]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Quagmire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_River (EU2012)|Small Scout River]] || align=&amp;quot;center&amp;quot; | [[File:Small ScoutRiver.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout RiverValley.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Roadhouse_(EU2012)|Small Scout Roadhouse]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Roadhouse_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_ForestGrove (EU2012)|Supply Ship Forest Grove]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip ForestGrove.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_OverlookA (EU2012)|Supply Ship Overlook A]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip OverlookA.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_RockyGorge (EU2012)|Supply Ship Rocky Gorge]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip RockyGorge.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_Wildfire (EU2012)|Supply Ship Wildfire]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip Wildfire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Maps=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase01 (EU2012)|Alien Base 01]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase01.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase02 (EU2012)|Alien Base 02]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase02.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[EXALT HQ Assault (EU2012)|EXALT HQ]] || align=&amp;quot;center&amp;quot; | [[File:EXALT Base Raid (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | EXALT Base Raid&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TempleShip (EU2012)|Temple Ship]] || align=&amp;quot;center&amp;quot; | [[File:TempleShip.png|100px]] || align=&amp;quot;center&amp;quot; | Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Multiplayer (EU2012)|XCOM Hangar]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Multiplayer_4_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Air Base Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Assault (EU2012)|XCOM HQ]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Assault_2_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=64736</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=64736"/>
		<updated>2015-05-28T15:25:27Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: DC instead of Intimidate for Seekers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&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;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Legend for Stat/Perk Progression Tables&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FFB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; || &#039;&#039;&#039;Navigator upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are available to all aliens of this type, including leaders. They have a certain chance of appearing, indicated in the &amp;quot;navigator chance&amp;quot; column, which is rolled per alien. The number of navigators in a pod is not limited.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FBB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || &#039;&#039;&#039;Leader upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are only available to leader aliens of that type. The alien leader&#039;s level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Level 8 leaders are temple ship only, and level 9 leaders are boss/monster aliens only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sectoid=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 15&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +4 || +5 || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || +5 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drone=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|hp=3&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 3 || 3 || 60 || 0 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +2 || +2 || - || - || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +3 || +15 || +15 || - || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Outsider=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 6 || 10 || 75 || 4 || 0 || 12 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +10 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +10 || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +3 || +4 || +4 || +1 || +2 || - || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +10 || {{ Intimidate (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=Thin Man=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 105&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim (flat -20%) and mobility (25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 70 || 4 || 0 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +5 || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +7 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || - || {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=Floater=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=14 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 65 || 4 || 0 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +1 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 4 || Floater Raider&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +2 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +2 || {{ Repair Servos (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +2 || {{ Tactical Sense (Long War) }} || 8 || Great Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=Chryssalid=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=8&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 8 || - || 25 || 10 || 20 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +5 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +5 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || - || +5 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=Zombie=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=8&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 7 || 12 || - || 0 || 0 || 9 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +3 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || +1 || - || - || - || - || - || +2 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seeker=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 3 || 4 || 65 || 0 || 0 || 16 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=Muton=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8* || 8 || 70* || 4 || 10 || 12 || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +2 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Before 105 days of alien research, mutons use alien carbines, which modifies their base damage and aim to be 6 and 76 respectively. The stats in the table are for when mutons use alien rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +4 || {{ Will To Survive (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || +4 || {{ Light Em Up (Long War) }} || 7 || Muton Centurion&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +2 || +4 || {{ Tandem Warheads (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || +5 || +5 || {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cyberdisc=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 9 || 18 || 70 || 8 || 0 || 18 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Bombard (Long War) }} || 2 || Cyberdisc Bomber&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 4 || Cyberdisc Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || - || {{ Repair Servos (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +15 || +5 || - || {{ Combined Arms (Long War) }} || 9 || Dreadnought&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Warheads (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mechtoid=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Health (Long War)}} Shield HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 25 || 6 || 75 || 8 || 0 || 14 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - ||-10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || +5 || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;9%&amp;quot; |{{Health (Long War)}} Shield HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Combined Arms (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Light Em Up (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +2 || +10 || +2 || +3 || {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || Colossus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Berserker=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=8&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || - || 33 || 20 || 17 || 80&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || +5 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +3 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +3 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +5 || - || +3 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 9 || Mongo&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +15 || - || +3 || {{ Tactical Sense (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sectoid Commander=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 15 || 65 || 0 || 20 || 12 || 90&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || - || - || - || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || +1 || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || - || - || +3 || - || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || +1 || +3 || - || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +2 || - || +4 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || +1 || - || +4 || {{ Close Combat Specialist (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heavy Floater=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
An improvement over the original floater.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 15 || 70 || 8 || 10 || 12 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +3 || - || - || +1 || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +2 || +4 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +2 || +2 || {{ Bombard (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Warmaster&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || +500 || - || {{ Combined Arms (Long War) }} || 9 || Archon&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +3 || +3 || +5 || {{ Danger Zone (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Muton Elite=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|hp=20-23&lt;br /&gt;
|aim=75-80&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=40-49&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Similar looking to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.&lt;br /&gt;
Care must be taken, because they have a lot of innate defense and Tactical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.&lt;br /&gt;
&lt;br /&gt;
Their Overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light&#039; Em Up and further with Squadsight, crit with Aggression and Bring &#039;Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. &lt;br /&gt;
&lt;br /&gt;
One using Psionics to attack them should take care too, as they gain high will and Neural Damping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 80 || 0 || 20 || 12 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; | {{ Bombard (Long War) }} &amp;amp;nbsp; {{ Suppression (Long War) }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Bombard (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || +3 || {{ Bombard (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Covering Fire (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || +1 || +2 || +2 || +4 || {{ Reactive Targeting Sensors (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || - || - || - || - || {{ Neural Damping (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Neural Damping (Long War) }} || 9 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Muton Elite Praetorian&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sectopod=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 11 || 35 || 80 || 8 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || +4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || - || +5 || - || - || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || +35 || +30 || - || {{ Light Em Up (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Reactive Targeting Sensors (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Repair Servos (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Sentinel (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ethereal=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereals represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal&#039;s &#039;&#039;&#039;Psionic Lance&#039;&#039;&#039; is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 100 || 0 || 40 || 12 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || +3 || - || - || - || - || - || - || +15 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || +3 || +5 || - || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +5 || - || +15 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 0 || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Uber Ethereal=&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|hp=-&lt;br /&gt;
|aim=-&lt;br /&gt;
|defense=-&lt;br /&gt;
|will=-&lt;br /&gt;
|move=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The ultimate ethereal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 60 || 120 || 0 || 50 || 12 || 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || - || +5 || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || +10 || - || +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Absorption Fields (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Close Encounters (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Distortion Field (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Opportunist (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Shock Absorbent Armor (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64174</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64174"/>
		<updated>2015-04-27T17:45:56Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text.&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
====Beta 15d2 hotfix (April 23, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL &lt;br /&gt;
YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15c (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b or 15c Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b or 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
====Beta 15c2 hotfix  (April 12, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64173</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64173"/>
		<updated>2015-04-27T17:44:31Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: Undo revision 64172 by Postmaster (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text.&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
====Beta 15d2 hotfix (April 23, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL &lt;br /&gt;
YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15c2 (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b or 15c Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b or 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;b15c2 Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64128</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64128"/>
		<updated>2015-04-24T02:29:58Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: B15d2 hotfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text.&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
&lt;br /&gt;
====Beta 15d2 hotfix (April 23, 2015)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Drop-down aliens will drop down in cover. Reduced number of drop-down aliens on some early council missions. Settings in DefaultRandomSpawns.ini can be used to turn this off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Fixed CTD visibility of unactivated alien pod changes (Some experimental code slipped through into release version)&lt;br /&gt;
* Fixed ammo numbers on shotgun-series weapons descriptions&lt;br /&gt;
* Fixed Soldier initial position gone wonky (x2)&lt;br /&gt;
* Fixed CTD on exiting smoke and possibly other volumes&lt;br /&gt;
* 2 new map patches&lt;br /&gt;
* Fixed: Lockup when aliens drop down on special missions&lt;br /&gt;
* Fixed: Hit-and-Run CTD&lt;br /&gt;
* Fixed world rebuild issue when bomb positions randomized&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; THE D2 FIX MAY HAVE ISSUES IN TACTICAL SAVES FROM 15d OR EARLIER. TO AVOID CTDs, WE RECOMMEND FINISHING TACTICAL MISSIONS IN C2 AND UPGRADING TO D2 FROM A GEOSCAPE SAVE. AN ALTERNATIVE IS TO RESTART THE TACTICAL MISSION FROM THE MENU, ALTHOUGH WE DON&#039;T KNOW IF THAT WILL RESOLVE 100% OF CASES. PLEASE DO NOT REPORT TACTICAL CTDS FROM MISSIONS UNTIL &lt;br /&gt;
YOU HAVE BEEN TO THE GEOSCAPE.&lt;br /&gt;
&lt;br /&gt;
===Beta 15c2 (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b or 15c Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b or 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;b15c2 Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64109</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64109"/>
		<updated>2015-04-21T04:47:59Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Armor, MECs, and SHIVs */ B15d costs changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 20 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 75 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 30 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=64106</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=64106"/>
		<updated>2015-04-21T04:42:42Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: B15d alloy costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Foundry Projects ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Repairs&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS and MECs.&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mechanized Unit Defenses&lt;br /&gt;
| Unlocks the &#039;&#039;Core Armoring&#039;&#039; and &#039;&#039;Alloy Carbide Plating&#039;&#039; items for MECs and SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Body Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 60&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Repair Servos&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; perk.&lt;br /&gt;
| 50&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br /&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat. Also unlocks &#039;&#039;Advanced Suppression Module&#039;&#039;.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project. Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Changes the flamethrower to conduct panic rolls with a 80 will test, and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn.&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 7&lt;br /&gt;
| 8x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (railgun, stronger MEC suits, flamethrower, etc.).&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanized units (SHIV, MEC) by 3.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 25x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of alien grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade (from live capture)&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks &#039;&#039;Enhanced Beam Optics&#039;&#039;, which increases beam/pulse laser weapon damage by +1.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma-tier weapons receive +1 base damage. Also unlocks &#039;&#039;Plasma Stellerator&#039;&#039;, which increases plasma weapon damage by +1.&lt;br /&gt;
| 120&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Dragon &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Doubles the DR reduction of gauss weapons to 0.67.&lt;br /&gt;
| 60&lt;br /&gt;
| Advanced Gauss Weapons&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 50&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Carbine&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants +8% critical hit chance to all pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +8% aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 10&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 base damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 1x Alien Pistol&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alien alloy recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases elerium recovery by 20%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 150&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the &#039;&#039;Fuel Cell&#039;&#039; item.&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 5x Drone Wreck, &amp;lt;br /&amp;gt; 5x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 5x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Decreases soldier wound times by 30%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Stasis Tank,&amp;lt;br /&amp;gt; 12x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Armor&lt;br /&gt;
| Any spare phalanx armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §20&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Weapons&lt;br /&gt;
| Any spare laser rifles will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §40&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| XCOM can now use the arc thrower to capture enemy drones for the duration of the combat mission (100% chance to capture).&lt;br /&gt;
| 95&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 50x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases the successful stun rate of the arc thrower in combat (57%/57%/57%/55%/48%/42%).&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases medikit healing by +3 HP per charge, and restorative mist healing by +2 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
| 20x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 30&lt;br /&gt;
| 50 &lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Like &#039;&#039;New Combat Systems&#039;&#039;, unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 40&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x SCOPE&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 80&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64105</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64105"/>
		<updated>2015-04-21T04:38:36Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: B15d alloy costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 18 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 20 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 20 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=64104</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=64104"/>
		<updated>2015-04-21T04:33:40Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* MEC exoskeletons */ B15d alloy costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Armors_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;
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).&lt;br /&gt;
&lt;br /&gt;
Suits of armor now also provide new features, such as [[Damage Reduction (Long War)|damage reduction]] or granting specific perks.&lt;br /&gt;
&lt;br /&gt;
[[Damage Reduction (Long War)|Damage reduction]] indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.&lt;br /&gt;
&lt;br /&gt;
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and [[Damage Reduction (Long War)|damage reduction]], and still suffer reduced range on rockets and thrown devices.&lt;br /&gt;
&lt;br /&gt;
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.&lt;br /&gt;
&lt;br /&gt;
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there&#039;s a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Armor damage does cause the armor to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.&lt;br /&gt;
&lt;br /&gt;
==Soldier armor==&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;|{{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Perk granted (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:Chameleon Suit Long War.png|128px|link=Leather Jacket (Long War)|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Leather Jacket (Long War)|Leather Jacket]]&#039;&#039;&#039;||+5|| || || || ||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to covert operatives||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:Tac vest Long War.png|128px|link=Tac Vest (Long War)|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Vest (Long War)|Tac Vest]]&#039;&#039;&#039;||+3||+1|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||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:Tac Armor Long War.png|128px|link=Tac Armor (Long War)|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Armor (Long War)|Tac Armor]]&#039;&#039;&#039;||+1||+2|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||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:Phalanx armor Long War.png|128px|link=Phalanx Armor (Long War)|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Phalanx Armor (Long War)|Phalanx Armor]]&#039;&#039;&#039;||+2||+3|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||15||title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||8&amp;lt;br /&amp;gt;(12)|| ||0&amp;lt;br /&amp;gt;(2)|| ||7&amp;amp;#160;days&amp;lt;br /&amp;gt;(3.5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aurora Armor (Long War)|Aurora Armor]]&#039;&#039;&#039;||+2||+4|| ||+8||+10||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||25||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;125&amp;lt;br /&amp;gt;(187)&amp;lt;/span&amp;gt;||25&amp;lt;br /&amp;gt;(37)||25&amp;lt;br /&amp;gt;(37)||0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Kestrel Armor (Long War)|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Kestrel Armor (Long War)|Kestrel Armor]]&#039;&#039;&#039;||+3||+2|| ||+4|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||22||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;50&amp;lt;br /&amp;gt;(75)&amp;lt;/span&amp;gt;||8&amp;lt;br /&amp;gt;(12)|| ||0&amp;lt;br /&amp;gt;(3)|| ||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Carapace Armor (Long War)|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Carapace Armor (Long War)|Carapace Armor]]&#039;&#039;&#039;||+1||+5|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||25||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;80&amp;lt;br /&amp;gt;(120)&amp;lt;/span&amp;gt;||18&amp;lt;br /&amp;gt;(27)|| ||0&amp;lt;br /&amp;gt;(4)|| ||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|{{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Perk granted (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:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Banshee Armor (Long War)|Banshee Armor]]&#039;&#039;&#039;||+4||+3|| ||+12|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||40||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;140&amp;lt;br /&amp;gt;(210)&amp;lt;/span&amp;gt;||36&amp;lt;br /&amp;gt;(54)||16&amp;lt;br /&amp;gt;(24)||0&amp;lt;br /&amp;gt;(5)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Aegis Armor (Long War)|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aegis Armor (Long War)|Aegis Armor]]&#039;&#039;&#039;||+2||+7|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||35||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;140&amp;lt;br /&amp;gt;(210)&amp;lt;/span&amp;gt;||36&amp;lt;br /&amp;gt;(54)||12&amp;lt;br /&amp;gt;(18)||0&amp;lt;br /&amp;gt;(5)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Corsair Armor (Long War)|Corsair Armor]]&#039;&#039;&#039;||+3||+6|| ||+8|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||36&amp;lt;br /&amp;gt;(54)||0&amp;lt;br /&amp;gt;(9)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Titan Armor (Long War)|Titan Armor]]&#039;&#039;&#039;|| ||+12||0.5|| || ||2&amp;lt;br /&amp;gt;(3)|| {{ Damage Control (Long War) }} ||Negates the effects of fire&amp;lt;br /&amp;gt;Provides resistance to acid&amp;lt;br /&amp;gt;Prevents strangulation||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||30&amp;lt;br /&amp;gt;(45)||8&amp;lt;br /&amp;gt;(17)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Seraph Armor (Long War)|Seraph Armor]]&#039;&#039;&#039;||+3||+5|| ||+8|| ||2&amp;lt;br /&amp;gt;(3)|| ||Supports flight mode (6 fuel)||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||40&amp;lt;br /&amp;gt;(60)||70&amp;lt;br /&amp;gt;(105)||0&amp;lt;br /&amp;gt;(9)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Archangel Armor (Long War)|Archangel Armor]]&#039;&#039;&#039;||+1||+8||0.3|| || ||2&amp;lt;br /&amp;gt;(3)|| ||Negates the effects of fire&amp;lt;br /&amp;gt;Provides resistance to acid&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Supports flight mode (6 fuel)||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||75||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||40&amp;lt;br /&amp;gt;(60)||70&amp;lt;br /&amp;gt;(105)||0&amp;lt;br /&amp;gt;(9)||1 [[Titan Armor (Long War)|Titan Armor]]||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Shadow Armor (Long War)|Shadow Armor]]&#039;&#039;&#039;||+2||+4|| ||+16|| ||1&amp;lt;br /&amp;gt;(2)|| ||Includes grappling hook&amp;lt;br /&amp;gt;Supports ghost mode||[[Research (Long War)#Armor and Exoskeletons|Stealth Systems]]||90||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;500&amp;lt;br /&amp;gt;(750)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||70&amp;lt;br /&amp;gt;(105)||40&amp;lt;br /&amp;gt;(54)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Vortex Armor (Long War)|Vortex Armor]]&#039;&#039;&#039;||+2||+8|| || ||+20||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers&amp;lt;br /&amp;gt;Eliminates post-mission fatigue&amp;lt;br /&amp;gt;Can&#039;t become damaged||[[Research (Long War)#Armor and Exoskeletons|Mind and Machine]]||100||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;1000&amp;lt;br /&amp;gt;(1500)&amp;lt;/span&amp;gt;||80&amp;lt;br /&amp;gt;(120)||100&amp;lt;br /&amp;gt;(150)||0&amp;lt;br /&amp;gt;(27)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
&lt;br /&gt;
New in beta 15, Long War now provides multiple MEC suits with the more advanced suits featuring emphases on extra survivability or mobility. Some suits have either the Body Shield perk or the Jetboot Module perk built-in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||1||2||Poison/Fire ||25||Alien Biocybernetics||200||40||40||30||14|| - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||60||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||2||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||2||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64103</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64103"/>
		<updated>2015-04-21T04:33:33Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* MEC Suits */ B15d alloy costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Bellator_in_Machina_blue.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;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a corporal will become a lance corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;One For All&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like mindfray as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics in a poor position or is mind controlled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||1||2||Poison/Fire ||25||Alien Biocybernetics||200||40||40||30||14|| - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||60||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||2||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||2||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopods. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
====Jaeger====&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers receive Squadsight at first rank, giving them about 5 tiles more effective range, and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire at extended range, twice per turn with Light &#039;Em Up, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie====&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;Rapid Reaction&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to Lock N&#039; Load, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
====Goliath====&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
====Archer====&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
====Guardian====&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Opportunist&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
====Shogun====&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
== See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=64102</id>
		<title>S.H.I.V. (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=64102"/>
		<updated>2015-04-21T04:27:27Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Statistics */ B15d alloy costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&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;
Just as the main Enemy Within DLC set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable option, so too does Long War. This is especially important, since MEC units require a much greater investment of time and resources to obtain. S.H.I.V. units, in contrast, are much easier to obtain, do not suffer from fatigue like infantry and MEC operators, and can even be restored to full combat functionality after being destroyed. Not only that, but they can now install an array of new modules that can grant them additional Perks and other features (such as increased health), on top of the usual Foundry Projects to enhance their performance. &lt;br /&gt;
&lt;br /&gt;
One final major note about their outfitting; unlike vanilla where their armaments are replaced on an arsenal-wide basis by R&amp;amp;D, Long War S.H.I.V platforms must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s, like most mechanized units in Long War, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with &#039;abilities&#039; swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to deal with smaller crashed UFOs that you still may want to gather materials from, instead of sending soldiers that may not get any kills for Experience.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* In parenthesis you will find the required engineers, resources and time needed to rebuild each type of SHIV.&lt;br /&gt;
The cost is one-third of the initial one but the rebuild time is significantly longer, for balance reasons. Do note that with more engineers on staff the rebuild time will decrease.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | SHIVs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}} &#039;&#039;&#039;Aim&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Special !! 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;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Inv_Shiv1.png|center|128x64px]]&#039;&#039;&#039;SHIV&#039;&#039;&#039;||70||8+2||17||12||1.5||Poison / Fire ||15 (1)||N/A||60 (20)||0||0||10 (28)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Inv_Shiv2.png|center|128x64px]]&#039;&#039;&#039;Alloy SHIV&#039;&#039;&#039;||70||18+4||16||8||2.5||Poison / Fire / Low Cover||35 (20)||Improved Body Armor||250 (80)||80(30)||0||15 (75)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Inv_Shiv3.png|center|128x64px]]&#039;&#039;&#039;Hover SHIV&#039;&#039;&#039;||70||14+2||19||12||2.0||Poison / Fire / Flight (6)||65 (30)||Antigrav Systems||300 (100)||60(24)||40 (20)||14 (70)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=64101</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=64101"/>
		<updated>2015-04-21T04:20:27Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: B15d costs changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&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 makes several changes to weapons:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the &#039;&#039;Quenchguns&#039;&#039; foundry project.&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; === &lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Pistol&#039;&#039;&#039; ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 120 || 15 || 30 || 2 || 12 || 1x Alien Pistol &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;=== &lt;br /&gt;
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Machine pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heater Long War.png|center|128x64px]]&#039;&#039;&#039;Heater&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 25 || 5 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger&amp;lt;br /&amp;gt;Nullifies 0.34 enemy DR || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 3 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster&#039;&#039;&#039;  || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 18 || 16 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;  || 4-8 (6) || 0% || 8-11 || -8 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMGs&#039;&#039;&#039;=== &lt;br /&gt;
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:SMG Long War.png|center|128x64px]]&#039;&#039;&#039;Submachine Gun&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 65 || 12 || 4 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 20 || 20 || 0 ||12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Carbines&#039;&#039;&#039;===&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus.  They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039; || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039; || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039; || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 80 || 16 || 5 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 20 || 30 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039; || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;===&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 38 || Gauss Weapons || 90 || 24 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 30 || 30 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 30 || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 5 || 5 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;===&lt;br /&gt;
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, and -10 aim after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;19&amp;quot; | Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Laser Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Gauss Rifle&#039;&#039;&#039; || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 8 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Pulse Rifle&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 30 || 35 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Plasma Rifle&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotguns&#039;&#039;&#039;===&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 4-8 (6) || 16% || 8-11 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Sawed-Off Shotgun&#039;&#039;&#039; || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || +6 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 40 || Advanced Gauss Weapons || 130 || 36 || 15 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039; || 7-11 (9) || 24% || 11-16 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 30 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039; || 7-13 (10) || 16% || 13-18 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 102 || Advanced Plasma Weaponry || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifles&#039;&#039;&#039;===&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039; || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 15 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039; || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 40 || 40 || 0|| 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039; || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifles&#039;&#039;&#039;===&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039; || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Strike Rifle&#039;&#039;&#039; || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 10 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Rifle&#039;&#039;&#039; || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 40 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Rifle&#039;&#039;&#039; || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SAWs&#039;&#039;&#039;===&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SAW Long War.png|center|128x64px]]&#039;&#039;&#039;SAW&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autolaser Long War.png|center|128x64px]]&#039;&#039;&#039;Autolaser&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Autoblaster&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 40 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Novagun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;LMGs&#039;&#039;&#039;===&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: LMG Long War.png|center|128x64px]]&#039;&#039;&#039;LMG&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Laser&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Pulser&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 60 || 45 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Dragon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039; || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rocket Launchers&#039;&#039;&#039;===&lt;br /&gt;
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier&#039;s Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039; || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission&amp;lt;br /&amp;gt;Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039; || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;===&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Lance&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Railgun Long War.png|center|128x64px]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 50 || 10 || 20 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 240 || 50 || 48 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Particle Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Particle Cannon&#039;&#039;&#039; || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Secondary Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:&amp;lt;br /&amp;gt;Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Restorative Mist Long War.png|center|128x64px]]&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Grenade Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electropulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;===&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SHIV Turrets &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autocannon Long War.png|center|128x64px]]&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Laser&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sentry Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Pulser&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 50 || 50 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Plasma&#039;&#039;&#039;  || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64099</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64099"/>
		<updated>2015-04-21T03:59:42Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Alien Autopsies */ B15d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 80 || 50 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64098</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64098"/>
		<updated>2015-04-21T03:59:36Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Plasma Weapons */ B15d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 80 || 50 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=64097</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=64097"/>
		<updated>2015-04-21T03:53:37Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Shotguns */ B15d changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&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 makes several changes to weapons:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the &#039;&#039;Quenchguns&#039;&#039; foundry project.&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; === &lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Pistol&#039;&#039;&#039; ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 155 || 15 || 30 || 2 || 12 || 1x Alien Pistol &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;=== &lt;br /&gt;
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Machine pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heater Long War.png|center|128x64px]]&#039;&#039;&#039;Heater&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 25 || 5 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger&amp;lt;br /&amp;gt;Nullifies 0.34 enemy DR || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 2 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster&#039;&#039;&#039;  || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 24 || 16 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;  || 4-8 (6) || 0% || 8-11 || -8 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMGs&#039;&#039;&#039;=== &lt;br /&gt;
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:SMG Long War.png|center|128x64px]]&#039;&#039;&#039;Submachine Gun&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 65 || 12 || 2 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 30 || 20 || 0 ||12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Carbines&#039;&#039;&#039;===&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus.  They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039; || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039; || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039; || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 80 || 16 || 4 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 30 || 30 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039; || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;===&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 38 || Gauss Weapons || 90 || 24 || 4 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 40 || 30 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 30 || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 5 || 5 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;===&lt;br /&gt;
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, and -10 aim after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;19&amp;quot; | Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Laser Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Gauss Rifle&#039;&#039;&#039; || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 5 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Pulse Rifle&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 40 || 30 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Plasma Rifle&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotguns&#039;&#039;&#039;===&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 4-8 (6) || 16% || 8-11 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Sawed-Off Shotgun&#039;&#039;&#039; || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || +6 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 40 || Advanced Gauss Weapons || 130 || 36 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039; || 7-11 (9) || 24% || 11-16 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 40 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039; || 7-13 (10) || 16% || 13-18 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 102 || Advanced Plasma Weaponry || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifles&#039;&#039;&#039;===&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039; || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039; || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 50 || 40 || 0|| 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039; || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifles&#039;&#039;&#039;===&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039; || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Strike Rifle&#039;&#039;&#039; || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 6 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Rifle&#039;&#039;&#039; || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 50 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Rifle&#039;&#039;&#039; || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SAWs&#039;&#039;&#039;===&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SAW Long War.png|center|128x64px]]&#039;&#039;&#039;SAW&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autolaser Long War.png|center|128x64px]]&#039;&#039;&#039;Autolaser&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 4 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Autoblaster&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 60 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Novagun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;LMGs&#039;&#039;&#039;===&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: LMG Long War.png|center|128x64px]]&#039;&#039;&#039;LMG&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Laser&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Pulser&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 70 || 45 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Dragon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039; || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rocket Launchers&#039;&#039;&#039;===&lt;br /&gt;
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier&#039;s Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039; || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission&amp;lt;br /&amp;gt;Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039; || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;===&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Lance&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Railgun Long War.png|center|128x64px]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 50 || 6 || 20 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 240 || 70 || 48 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Particle Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Particle Cannon&#039;&#039;&#039; || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Secondary Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:&amp;lt;br /&amp;gt;Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Restorative Mist Long War.png|center|128x64px]]&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Grenade Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electropulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;===&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SHIV Turrets &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autocannon Long War.png|center|128x64px]]&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Laser&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sentry Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Pulser&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 70 || 50 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Plasma&#039;&#039;&#039;  || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64096</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=64096"/>
		<updated>2015-04-21T03:23:55Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: B15d released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Confirmed bugs only please. New bug reports should go to the developers&#039; feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vanilla game bugs ===&lt;br /&gt;
Here are included bugs that have been deemed unsolvable by the Long War development team and have been present in the original game as well. As it stands, with the limited modding capabilities at hand, the Long War team can not resolve them. &lt;br /&gt;
&lt;br /&gt;
*Loading savegames in tactical missions can cause problems, including: recheck of panic when a soldier is critically wounded and awaiting stabilize; cancelling hunker down status; resetting certain flags intended to prevent you from doing things like using Run and Gun and Close Encounters on the same turn, cars exploding on the same turn. These can be exploits and you should feel really, really bad for using it.&lt;br /&gt;
*Sometimes critically wounded soldiers have a bad z and can&#039;t be revived. Save and reload often fixes.&lt;br /&gt;
*Certain map errors. These are probably hard to tell from other errors, but if the problem is related to something in the map itself, we are unlikely to be able to fix it. This includes: 1) Doors failing to block visibility as you would expect (this includes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can&#039;t climb on or have weird cover interactions with; 4) preactivated pods; 5) Rare alien teleports to get out of bad positioning; 6) ladders blocking flanks&lt;br /&gt;
*Close Combat Specialist is flaky. We didn&#039;t change it; it&#039;s unlikely we can fix it.&lt;br /&gt;
*Rapid double-clicking (such as with a dying mouse that automatically does this inadvertently) can screw up your interactions with the engineering UI and charge you tons of cash for a single transaction.&lt;br /&gt;
*Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with ironman) use the dev console to restart the mission.&lt;br /&gt;
*Sharpshooter perk shows in soldier&#039;s active abilities list when soldier is in full cover (instead of when target is in full cover). Still WAD on targeting detail.&lt;br /&gt;
*Female weapon models not aligning with pawn correctly&lt;br /&gt;
*Flying creatures will sometimes stack on the same tile during movement&lt;br /&gt;
*If a soldier is next to both Low and High Cover, the perk Low Profile does not trigger and the soldier will have the low cover defense bonus from the appropriate direction. &lt;br /&gt;
*Squadsight + flanked erratic behavior. Added note to perk text.&lt;br /&gt;
*For some mod users the game does not load, or loads and crashes in the main menu. Also it has been observed the unability to save the game (both manually and by autosave). This has been resolved by running the game in Steam Offline mode. It has been suspected that this is an error on Steam&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Beta 15d (April 20, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* New British/English Female accent from Jezdamayel Caster&lt;br /&gt;
* Bomb Disposal missions will have randomized (but regulated) locations for power nodes.&lt;br /&gt;
* Incorporated SpazmoJones/Eclipse666&#039;s display weapon fragments, display soldier formation and show class breakdown UI mods into release version&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Shotgun-series ammo changed from 5/3/4/3/3 to 4/4/5/4/4. Reflex Cannon now requires Advanced Plasma Weaponry instead of Sectopod Autopsy.&lt;br /&gt;
* Knocked down some alloy costs here and there (larger mec suits, pulse weapons, a few other places). Upped some elerium costs.&lt;br /&gt;
* Altered harvest UFO AI&#039;s relationship to alien aggro slightly&lt;br /&gt;
* Made it a little more likely for DW AI to reduce aggro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Attempted fixes: CTDs during targeting with psi perks, possibly others&lt;br /&gt;
* Bad offset in UISightlineHUD_SightlineContainer.OnMouseEvent that may have been associated with CTDs&lt;br /&gt;
* CTD when using explosives near gas pumps on Crashed Small Scout - Roadhouse map&lt;br /&gt;
* CTD when police car blows up on terror Office Paper Terror map&lt;br /&gt;
* New Map Patches: 2&lt;br /&gt;
* Drum Mags should no longer appear in gray market (DGC line 2589, change iCash to -1)&lt;br /&gt;
* Level 6 Seeker leader should get Damage Control as intended (instead of Intimidate) (DGC.ini line 726, change iMobility=134)&lt;br /&gt;
* Fixed MEC-6 Vanguard cost (DGC.ini 2506, ItemBalance_Nor1mal should be ItemBalance_Normal)&lt;br /&gt;
* Hit and Run will now process on squadsight distance flank in at least one case where it wasn&#039;t&lt;br /&gt;
* Drum Mags will actually provide extra ammo now. I swear I tested it before release and I am now doubting the nature of reality&lt;br /&gt;
* Adjusted volume levels on South African Female 1&lt;br /&gt;
* Corrected map patch id on covert ops street overpass ewi map, which was causing some random cover to appear on that map (DefaultMaps.ini, line 204, change string &amp;quot;patch_streetoverpass&amp;quot; to &amp;quot;patch_streetoverpassewi&amp;quot; )&lt;br /&gt;
* XCOM with Adaptive Bone Marrow will correctly provide +2 hp regeneration per turn&lt;br /&gt;
* Failing a council mission will correctly remove it from Geoscape mission options&lt;br /&gt;
* Dense Smoke will no longer provide an extra 20 defense for flanked targets above the intended +40. This was not reflected in UI reports.&lt;br /&gt;
* Fix to untextured box in Quagmire map&lt;br /&gt;
* Soldier names with spaces in them (Van Doorn) should now appear in full in the soldier list. Fixed up some Dutch surnames.&lt;br /&gt;
* Attempted fix: Widened conditions for ability icon rebuild after taking an action in attempt to further address free action issues&lt;br /&gt;
* Breaching ammo will now be properly restricted to shotgun-wielding assaults in equip UI&lt;br /&gt;
===Beta 15c2 (April 12, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b or 15c Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b or 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any Beta 15 campaign to 15c issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To add the new Drum Mag item to an existing campaign, try the developer console command GiveItem END_SHIP_WEAPONS 99 OR GiveItem Drum Mags 99 for a nearly infinite amount. Any counterfire pods from previous versions will also convert to drum mags.&lt;br /&gt;
* Reworked trees will require re-selection of perks. You can remove excess perks with GivePerk -(PerkEnum) command in the tactical game, where (PerkEnum) is the number of the perk. See the ArmorKitCodes file for a list of perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15c&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NOTE: IF YOU USE THE DEV CONSOLE, YOU WILL NEED TO DOWNLOAD A NEW VERSION OF THE DEV CONSOLE TO WORK WITH BETA 15c. OTHERWISE YOU MAY HAVE SEVERE BUGS WITH THE NEW MAPS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  CTD when fighting Uber ethereal&lt;br /&gt;
*  CTD in harvest location selection logic during periods of high threat and near-total satellite coverage&lt;br /&gt;
*  CTD in research archives, seems more likely in late game&lt;br /&gt;
*  Cleaned up some possibly bad code supporting what perks can appear in Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)&lt;br /&gt;
*  Pistols should be equipped properly upon class assignment in Commander&#039;s Choice games&lt;br /&gt;
*  Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield were having their will bonus counted twice in some circumstances (including in the UI to-hit display). This may have impacted balance in favor of the player and we&#039;ll want feedback on how effective psi powers are after this. (This involves changing the parameters in a call to native code, so it&#039;s hard to be sure exactly what&#039;s happening).&lt;br /&gt;
*  Fixed bad jump in Absorbdamage that may have been causing acid debuff to cause extra damage (rather than just remove DR) when a soldier suffers additional damage&lt;br /&gt;
*  Truly amazing amount of map fixes&lt;br /&gt;
*  Alloy SHIV available to build alert should process correctly now on tech acquisition&lt;br /&gt;
*  Corrected Laser Lance and Rail Gun strategy game descriptions&lt;br /&gt;
*  Advanced Suppression Module now actually grants Danger Zone perk as intended&lt;br /&gt;
*  HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked logic in HEAT ammo and warheads application a bit.&lt;br /&gt;
*  Fortiores Una should provide DR bonus now&lt;br /&gt;
*  Blank items should no longer show up in what-got-broke debrief UI&lt;br /&gt;
*  Minimum repair time for items corrected to intended 3 days instead of 3 hours.&lt;br /&gt;
*  Interrogations should no longer remove two captives (if you have more than one), only one.&lt;br /&gt;
*  Resolved remaining issues with conditional aim modifiers that we&#039;ve modded in&lt;br /&gt;
*  Mindfraying soldiers and aliens should return to cover now&lt;br /&gt;
*  Incinerator module will no longer supply +1 ammo to primary weapon&lt;br /&gt;
*  Temple Ship Heavy Floaters will no longer get excessive aim bonus&lt;br /&gt;
*  Correct subclass icon will show in postmission debrief UI&lt;br /&gt;
*  Attempted Fix: Free actions sometimes granted when soldiers returning to cover after a shot&lt;br /&gt;
*  Blaster Launcher range should scale properly with aim and perks now. Possibly some other fixes to range of free-aim weapon.&lt;br /&gt;
*  UFO Scanners should work properly for raiders and some other UFO classes now&lt;br /&gt;
*  Council Corpse requests should scale better with DW games&lt;br /&gt;
*  Level 7 Outsiders will properly get Damage Control instead of Intimidate&lt;br /&gt;
*  Fixed Triggers to give a couple of aliens special names&lt;br /&gt;
*  Regular soldiers should be able to equip flak ammo now&lt;br /&gt;
*  Quenchguns will now benefit from weapons credit; coilguns will not&lt;br /&gt;
*  Aerospace tech credit will no longer give bonus to all foundry projects, just aerospace ones&lt;br /&gt;
*  Air base attack missions should no longer make alien resource count go haywire&lt;br /&gt;
*  Gave up on attempts to remove bombard perk from Muton Elite, Cyberdiscs and Heavy Floaters and to give it back in certain circumstances, changed triggers for special unit names for leaders in each class. (This doesn&#039;t represent any gameplay change; it&#039;s basically a failed nerf attempt on aliens being cleaned up.)&lt;br /&gt;
*  Navigators will a 99 value will have perk 100% of time instead of 99%&lt;br /&gt;
*  ITZ will now drop damage correctly with each successive kill&lt;br /&gt;
*  Flashbangs will no longer trigger any VO (It was erroneously triggering an unused hunker down VO)&lt;br /&gt;
*  Rookie icon (double circle) will show up in right places; Genemodded rookies should have proper icon now&lt;br /&gt;
*  Attempted Fix: You should no longer be able to select a specialist covert operative until they have picked a subclass. This is to prevent commander&#039;s choice players from picking a covert operative, CC-ing them to a heavy, and then sending them on a mission, which caused crashy behavior because the heavy didn&#039;t have a pistol equipped.&lt;br /&gt;
*  Heater reaction range fixed to 30.&lt;br /&gt;
*  Map patches now number 64 distinct files with various fixes to flanking bugs, sightlines, terrain not providing cover and other issues.&lt;br /&gt;
*  Removed one each research outpost, commercial alley and truckstop abduction map entries, now redundant with the multiple start spawn code (may have been causing these maps to appear too often)&lt;br /&gt;
*  Attempted Fix: Attempted to address reports that weapon fragment artifacts may have been retained across mission restarts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing and other changes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*  New VO Packs: Polish-accented English Male from Commander Faleg, Irish Male from Adam Miller, South African female from Louise Demée&lt;br /&gt;
*  Neural Feedback no longer requires Floater Interrogation to unlock; it is available at Xenopsionics with MindFray&lt;br /&gt;
*  Crashed destroyer missions will now take place on Overseer maps (with overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power Sources that can be salvaged. They will have a few more aliens than in the past.&lt;br /&gt;
*  Added PierA map to terror roster&lt;br /&gt;
*  More AI work&lt;br /&gt;
*  Reduced req engineers for Adv Suppression Module and Ammo Conservation. Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.&lt;br /&gt;
*  Deadeye now provides +15 aim and no crit bonus against fliers&lt;br /&gt;
*  Put a hard cap on alien aggro in DW campaigns so they still run some non-anti-XCOM missions. This is an attempt to address the 5x terror missions per month apparently happening in DW games.&lt;br /&gt;
*  Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10 aim penalty after taking any non-turn-ending costly actions. Crit, base aim, and ammo are equivalent to assault rifle of the same class. They can be equipped by infantry, scouts, assaults, medics and engineers. (These values are subject to change). Some rifle costs lowered to be roughly on par with assault rifles of same tech level.&lt;br /&gt;
*  Terror mission offscreen deaths are now calibrated against activated aliens, not seen ones.&lt;br /&gt;
*  Added Drum Mags small item. They are infinite and available from campaign start. They grant +2 ammo to assault rifle, carbine, and battle rifle series weapons and may not be equipped by snipers, gunners or rocketeers. They cost 2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item. To add them to an existing campaign, you should use the console command GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods removed from game.&lt;br /&gt;
*  Modified version of Nuked City map set up as terror map. The UFO is removed and replaced with some debris. Thanks to Liquid911 for making this possible.&lt;br /&gt;
*  Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose 5 defense.&lt;br /&gt;
*  Heavy Floaters on normal lose 5 defense.&lt;br /&gt;
*  Drones on normal lose 5 defense&lt;br /&gt;
*  Exalt Elites lose 1 hp on Normal&lt;br /&gt;
*  Heavy Floaters on impossible gain 1 mobility&lt;br /&gt;
*  Increased alloy income from UFOs on Normal by 25%, Classic by 10%&lt;br /&gt;
*  Increased frags on classic slightly&lt;br /&gt;
*  Reduced elerium from power sources by 5 on brutal and impossible, increased by 5 on normal&lt;br /&gt;
*  Increased overall monthly cash from sats by 10% on normal&lt;br /&gt;
*  Reduced meld costs of MEC primary weapons by roughly 33% to 50%&lt;br /&gt;
*  Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium costs on several secondaries.&lt;br /&gt;
*  Reduced meld costs of advanced MEC techs&lt;br /&gt;
*  Changed meld costs for several genemods&lt;br /&gt;
*  Fishing village will no longer spawn chryssys from map objects during terror missions on that map&lt;br /&gt;
*  Made UFO crashes instead of complete destruction for scouts, fighters, raiders and destroyers marginally more likely&lt;br /&gt;
*  For the first 75 days, alien satellite hunts will be conducted by fighters and raiders only. After that, it will be fighters, destroyers and battleships per normal alien supply tests.&lt;br /&gt;
*  Increased &amp;quot;free&amp;quot; minimum alien supply from 7 * Months passed to 9 * Months passed&lt;br /&gt;
*  Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points&lt;br /&gt;
*  MEC-6 Vanguard gains +1 mobility&lt;br /&gt;
*  Dormant alien pods will now activate if you fire at them and miss&lt;br /&gt;
*  Dormant alien pods will now activate if you use a flashbang on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you use a chem grenade on one of its members&lt;br /&gt;
*  Dormant alien pods will now activate if you drop a prox mine in range of them&lt;br /&gt;
*  Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics&lt;br /&gt;
*  Exalt cell panic enhancers will now cause the lesser of 10 or the base panic from the panic event, instead of 15 regardless.&lt;br /&gt;
*  Soldiers may equip only one battlescanner item each (although it still gains bonus charges from various perks, and BS perk is unchanged)&lt;br /&gt;
*  Scout tree reworked&lt;br /&gt;
*  XCOM base on normal gets +2 &amp;quot;free&amp;quot; power&lt;br /&gt;
*  Reduced power requirement for hangar by 1 (essentially +1 free power on all difficulties)&lt;br /&gt;
*  Meld cans will last a little longer before closing&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, timeouts from fatigue and wounds reduced to balance out mission rates from exalt and council missions (which aren&#039;t subject to DW rates).&lt;br /&gt;
*  On Dynamic War games &amp;lt; 1, slowed Exalt activity in accordance with DW setting. This does mean it takes longer for them to build cells as well as run operations, so it will probably take you longer in campaign time to wipe Exalt out, but they should make up a reduced proportion of your missions in any given month.&lt;br /&gt;
*  Removed mobility penalty for taking Shock-Absorbent Armor perk.&lt;br /&gt;
*  All UFOs shot down in first month with generate crash missions and not blow up. I&#039;m selling out because there&#039;s zero narrative justification for this being possible.&lt;br /&gt;
*  Thin Men pods will be slightly more common&lt;br /&gt;
*  Floaters lose 1 base mobility, get it back on day 90&lt;br /&gt;
*  Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and 500)&lt;br /&gt;
*  Shifted the extra damage curve on impossible. Earlier aliens don&#039;t get bonus damage, later aliens get more.&lt;br /&gt;
*  Titan Armor now costs 8 meld.&lt;br /&gt;
*  Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead of 1). Reduced price of QG foundry project.&lt;br /&gt;
*  Gave aliens a slight bonus in their saving throws against mimic beacons&lt;br /&gt;
*  Various minor price adjustments&lt;br /&gt;
*  Adjustments to Guardian (starts with Opportunist; Sentinel goes to old Opportunist slot), Archer, Goliath trees&lt;br /&gt;
*  SHIV Defenses foundry tech renamed &amp;quot;Mechanized Unit Defenses&amp;quot; and moved to Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating. Core Armoring now available to MECs. Damage Control Pods unlocked by Heavy Floater Autopsy.&lt;br /&gt;
*  It will be harder to get Terror Ships on research missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;b15c2 Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed Quenchguns frags cost&lt;br /&gt;
* Fixed Core Armoring text&lt;br /&gt;
&lt;br /&gt;
===Beta 15b (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15 to BETA 15b Issues&#039;&#039;&#039;&lt;br /&gt;
* If you are well into a campaign and have researched advanced Medikits, all of your soldiers will suddenly have the Deadeye Perk. If you want to remove it, use the Dev Console and the command GivePerk -116 on that soldier in a tactical mission.&lt;br /&gt;
* Meld costs have doubled (as have meld incomes), so you&#039;ll be behind. If you are well into a campaign, workaround is to download dev console and give yourself 2x your current meld using giveresource 7 xxx, where xxx is the amount of meld to give yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETA 15a to BETA 15b issues&#039;&#039;&#039;&lt;br /&gt;
* Because of a 15a bug, some new campaigns will lose their starting country bonus. The workaround is to go into DGC.ini, lines 1420 to 1453, and increase the iCash value on each line by 1, and change the iCash value on line 1419 (Cadre) to 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Feature:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Added cheat code functionality with dev console to permanently remove a perk from a soldier in tactical missions (not sure if it works in barracks). Use Giveperk -X where x is the perk number. So giveperk 3 grants Squadsight. Giveperk -3 removes it. To remove Deadeye from a soldier, use Giveperk -116.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD on terror mission initialization when DW &amp;gt; 1&lt;br /&gt;
* Fixed bug when covert extraction on military base map. Workaround, fine StreamingMaps[1]=( MapName=&amp;quot;patch_militaryammo&amp;quot;, Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) from end of line 190 in DefaultMaps.ini, and change the[1] to [2]&lt;br /&gt;
* Medikit II bonus may not be applying correctly in upgraded campaigns in which you already had it&lt;br /&gt;
* Some more map patches&lt;br /&gt;
* Council requests for meld will scale correctly with meld income now&lt;br /&gt;
* Fixed bug in which upgraded saves were getting wrong country bonus. THIS WILL MESS UP SAVES FROM NEW CAMPAIGNS IN BETA 15a. Workaround is above.&lt;br /&gt;
* Fixed bug in which DW &amp;lt; 1 dead alien loot drops were way too large and way too small in DW &amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Outsiders now have Muscle Fiber Density&lt;br /&gt;
* A few more Weapon Fragments on normal&lt;br /&gt;
* Swapped Lance and Corporal perk choices on Scout tree&lt;br /&gt;
&lt;br /&gt;
===Beta 15a (March 11, 2015)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT LOAD TACTICAL SAVES FROM BETA 15 IF YOU HAVE RESEARCHED ADVANCED MEDIKITS IN THE FOUNDRY. FINISH TACTICAL MISSIONS BEFORE UPGRADING TO 15A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* You will receive a popup after missions displaying which items have been destroyed and damaged.&lt;br /&gt;
* Perk trees will be revealed on soldier class selection in non-Training Roulette Games. In TR games, it will be hidden by default, but you can change that by setting BLUESHIRT_WILL_MOD to 1 in the file DefaultGameData.ini. (NOTE FILENAME) Unlocked psi powers on psi tree will be revealed as well.&lt;br /&gt;
* Gave Canada a second starter bonus, &amp;quot;Cadre,&amp;quot; which grants 4 corporals at campaign start. (They need to survive the first mission as rookies, more for technical reasons than anything). Old &amp;quot;Cadre&amp;quot; UK country sat bonus remained &amp;quot;Sandhurst.&amp;quot;&lt;br /&gt;
* Activated Deadeye perk, which grants +10 aim and +10 crit against airborne targets. Will be available to Infantry, Scout, Shogun and Pathfinder. Scout tree gets a little rework to accommodate perk.&lt;br /&gt;
* Added 3rd Australian Male voicepack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* CTD when 16+ items finish repair at once. CTD caused by trying to add too many text notices at once, so the geoscape text scroller will not list every item that is fixed if you repair 16+ items at once.&lt;br /&gt;
* Illuminator Gunsight will no longer show &amp;quot;requires research&amp;quot; and be unequippable if you take ancient artifact&lt;br /&gt;
* Cinematic Mode ini value restored. Self-fix: Add line ABDUCTION_REWARD_SCI=15 to DGC.ini after ENABLE_SECOND_WAVE=1 line (around 1753). Soldiers previously created in a campaign will not get the better bonus, but new soldiers and aircraft will.&lt;br /&gt;
* English Male 3 VO pack now in installer. Sorry, Sean.&lt;br /&gt;
* Numerous map patches fixing bad cover. Removed bugged UFO door on farm map, which should solve a CTD when overwatch fire goes through the door.&lt;br /&gt;
* Fixed bad ini setting on one of the furies (landed abductor) maps, not sure what effect would have been&lt;br /&gt;
* Fixed: Incorrect Squadsight perk text (crit hit penalty is -20%)&lt;br /&gt;
* Improved Combat Exoskeletons will now appear in research UI when requirements are met. Workaround: Dev Console command GiveTech Placeholder_13 may give you the tech&lt;br /&gt;
* Lots of other text fixes&lt;br /&gt;
* Adjusted Gauss eng reqs and LMG series costs&lt;br /&gt;
* Code change that will fix CTD with Training Roulette in Mac/Linux versions&lt;br /&gt;
* Fixed: Incorrect ini setting with Resourceful start not giving Alloys foundry project. DGC.ini fix: line 1444, change iEng=19 to iEng=25. This will only help new campaigns.&lt;br /&gt;
* Flak Ammo will display correct inventory image now&lt;br /&gt;
* Annette and the Furies should receive psi perks appropriate to their levels&lt;br /&gt;
* Fixed assault-psi icon&lt;br /&gt;
* Removed Armor-Piercing Ammo unintended crit bonus against hardened targets&lt;br /&gt;
* Fixed goof in which I intended to decrease big ship speed on the hologlobe (allowing more interceptions) but instead decreased combat speed&lt;br /&gt;
* Adv Suppression Module will show up in correct build tab in Engineering now&lt;br /&gt;
* Removed ability to see facility construction UI detail when you can&#039;t afford building it. We put this in to let you see time to build and rush costs but it apparently enabled the ability to build themo generators everywhere as well. XGBuildUI_OnChooseFacility&lt;br /&gt;
* Enhanced Beam Optics and Alloy Jacketed Rounds should equip properly with Laser Lance / Rail Gun now&lt;br /&gt;
* Fixed up Blaster Launcher range code&lt;br /&gt;
* Found second place required to change Dense Smoke &amp;amp; Combat Drugs AOE and fixed so Dense is same as SG and CD is much wider.&lt;br /&gt;
* Many bugfixes to repair and R&amp;amp;R chances that were damaging items far more than intended and creating problems with covert operatives. Individual item damage chances exposed to ini in iWill variable. We&#039;re also testing to see if this fixes bug reports that items are simply vanishing after missions.&lt;br /&gt;
* Any item or facility that requires exactly one of an item to build will not have that item requirement scaled with DW&lt;br /&gt;
* You can no longer augment specialists per design&lt;br /&gt;
* Jungle Scouts will now give bonus small slot to Phalanx per design&lt;br /&gt;
* Cans will supply a minimum of 1 meld (for extreme DW games)&lt;br /&gt;
* Attempted fix: Attempting to trigger neural feedback will call the code that ends suppression first. Attempt to correct reported CTD. No savegame to test on, so unsure if it will work or not.&lt;br /&gt;
* Reworked terror mission offscreen kill code that wasn&#039;t doing what it should&lt;br /&gt;
* Fixed a bunch of display bugs related to Reaper Rounds&lt;br /&gt;
* Removed sound when repairs finished&lt;br /&gt;
* UFO Scanners should provide damage readout on researched UFOs now&lt;br /&gt;
* Worked on Mechtoid and overwatch AI&lt;br /&gt;
* Enhanced Plasma Foundry project provides +1 all purpose plasma damage now.&lt;br /&gt;
* Old Path country bonus should correctly impact psi training time now&lt;br /&gt;
* Rapid Fire no longer works with Sawed-off shotgun (it was granting a free shot despite SoS 1 ammo)&lt;br /&gt;
* DW: Alien loot drops will now scale with DW setting&lt;br /&gt;
* Heavy Laser Rifle now correctly unlocks at Advanced Beam Lasers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balance changes&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Alien strategic AI will try harder to avoid countries with satellites for harvest missions when they have high aggro&lt;br /&gt;
* Adjusted down a few meld costs (don&#039;t get excited, it&#039;s 10-20% on a few items)&lt;br /&gt;
* Adjusted down a few fragment costs for weapon techs (ditto)&lt;br /&gt;
* Made Wingtip Sparrowhawks a bit cheaper&lt;br /&gt;
* Gauss Long Rifle now halves enemy hardened bonus against critical hits (so a hardened target only gets 30% crit protection instead of 60%)&lt;br /&gt;
* Damn Good Ground now only a mid-level leader perk for Heavy Floaters, DGG on reg floaters will also come only on more advanced leaders. A few other adjustments to alien perk trees.&lt;br /&gt;
* Swapped back TSGT and GSGT on Gunner tree&lt;br /&gt;
* Will to Survive consistently provides +3 will on perk trees&lt;br /&gt;
* Removed most of elerium cost from UFO scanners&lt;br /&gt;
* Reduced a cooldown variable concerning country requests for same item to b14 levels&lt;br /&gt;
* Roughly doubled all meld income and meld costs, with a few adjustments here and there. This provides more granularity for repairs and for meld gains from dead aliens. Cans will grant 5 to 30. NOTE: THIS WILL UNBALANCE ONGOING 15 GAMES (unless you&#039;ve spent all your meld). Fix is to download dev console and use giveresource meld command to double your stockpile.&lt;br /&gt;
* Total Loss SW option now has an DGD.ini-adjustable chance to lose soldier gear on death. This same variable also governs soldier gear loss on death AND mission failure that is present in regular game.&lt;br /&gt;
* Inserted code in case of DW &amp;gt; 1 that delays appearance of some hardcoded (difficult) terror mission rosters that were triggered based on how many terror missions you had been on&lt;br /&gt;
* Slight bump in fragment income on Normal&lt;br /&gt;
&lt;br /&gt;
===Beta 15 (March 2, 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; A NEW CAMPAIGN IS STRONGLY RECOMMENDED. B14 CAMPAIGNS WILL WORK BUT WILL PROBABLY BE BUGGY IN NUMEROUS AREAS. WE WILL NOT SUPPORT B14 CAMPAIGNS UPGRADED TO B15 AND DO NOT WANT BUG REPORTS FROM THOSE UPGRADED CAMPAIGNS. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Functionality for new soldier voice packs is in game. Completed voicepacks that will be included in B15 release: British English Male (3), Irish Male (1), Australian Female (1), Australian Male (2), SE Asian Male (1). Voicepacks will be assigned to soldiers of the appropriate nationality and may manually be assigned to any soldier of the designated gender. More voicepacks are in production and this list will be updated when they are complete. Many props to Long War Sound Editor TrackTwo for his tireless efforts getting this working, and special thanks to Firaxis, who helped us with some processing settings to get the voicepacks sounding similar to the vanilla ones.&lt;br /&gt;
* A new bonuses system is in place: 1) Players may choose from a number of starting bonuses tied to which of the 16 council countries you put your first satellite. You have multiple options for some countries. The bonuses aren&#039;t balanced against each other, so to some degree this is a way to play a somewhat customized campaign. 2) When launching a satellite, a player gains a specific country bonus. These are less powerful than the starter bonuses, and some of the countries that offer less monthly $$ have stronger bonuses to make them attractive. Some costs were rebalanced in light of bonuses now available. 3) Continent bonuses are now gained with ONLY full satellite coverage over all countries on the continent. Some have been rebalanced and the OTS discount is no longer tied to any continent. The strength of each bonus, and the country assignment, can be modified in DGC.ini.&lt;br /&gt;
* XCOM will draw soldiers from roughly 90 new countries (with unique flags) in addition to the existing group, with dozens of new namelists by Uzifeline. Countries include all of Europe (save microstates) and South America, with almost all of Central America and Asia, and lots of African countries. And New Zealand. Players can still control frequency of all countries providing soldiers with ini edits. Van Doorn gets UN flag, because he really represents all of us. SHIVs get XCOM flag in strategy game lists.&lt;br /&gt;
* Major overhaul to Not-So-Long-War, which has been renamed Dyanmic War. Instead of planning missions monthly, with this option the aliens will check supply and threat to launch most missions constantly. This allows mission frequency in NSLW to be tunable with the ini setting -- even setting it to 1.0 will provide a different feel than regular LW, as missions per month isn&#039;t set, but probabilistic (although the variables are set to *on average* generate the same mission count if set to 1.0). You can set it to .3 for a much shorter campaign, or above 1 for even greater mission density.&lt;br /&gt;
* You can now build seven MEC suits. MEC-1 is tier one, MEC-2 and MEC-3 are tier 2, and MEC-4 through MEC-7 are tier 3. They split along survivability/mobility lines and some grant body shield or jet boot module perks. MEC suit bonus will has gone down somewhat, and some MEC perk trees significantly reworked.&lt;br /&gt;
* Critical wound bleed out timer now randomized between 2 and 5 turns. The timer is concealed to the player.&lt;br /&gt;
* Respirator implant item now does the following: (in addition to strangle and partial acid immunity) 1) Causes first death of mission to instead automatically be a critical wound; 2) Adds 2 turns to bleed out timer; 3) Transmits bleed-out timer data to central. It does not prevent will loss. Raised price for item.&lt;br /&gt;
* Long War classes have distinct icons now&lt;br /&gt;
* You can always enter build facility detail screen for readout on requirements, even if you have insufficient resources for build&lt;br /&gt;
* Commander&#039;s Choice (pick each soldier class) now available as a Second Wave option. Removed &amp;quot;Alternate Sources&amp;quot; SW option. Thanks to Peasly Wellbott for letting us pick this up.&lt;br /&gt;
* Missions that can expire now have a countdown timer on the Geoscape UI. Geoscape will also pause when a mission is about to expire.&lt;br /&gt;
* Activated Tandem Warheads perk, which causes explosives to do full regular and environmental damage to the extent of their area of effect. This will be a high-level perk appearing on the Rocketeer, Engineer and Archer trees.&lt;br /&gt;
* Added UFO Scanners foundry project. This is an upgrade for your interceptors that will show precise damage taken by UFOs in air combat (using XMarksTheSpot&#039;s new interception UI mod) If you have already completed the analysis of the UFO class you are facing.&lt;br /&gt;
* Small items that grant non-perk bonuses (like Ceramic Plating or Armor Piercing Ammo) will now be described in your F1 HUD in tactical and have an icon with all your perks on the main tactical screen. You&#039;ll see a bit of doubling up of icons, &#039;cause we&#039;re out.&lt;br /&gt;
* Individual aliens and Exalts with certain perks will show different names in F1 detail if you have autopsied the species, giving a clue to their capabilities (and providing some flavor). eg Mutons with &amp;quot;Covering Fire&amp;quot; will be called &amp;quot;Muton Sentry&amp;quot; unless they have a stronger perk that takes precedence.&lt;br /&gt;
* Spruced up the MEC conversion UI.&lt;br /&gt;
* Reinstituted MEC repair and added repair of regular soldier items. Many items can now be damaged during (technically, after) combat and will have an increasing chance of needing repair following combat based on how many &#039;true&#039; (non-armor) hp a soldier has lost. (Items will always function for the duration of a battle.) Armor, weapons, and small items that aren&#039;t infinite or fundamentally consumable (like grenades and ammo) are in the mix, although the chances they&#039;ll need repair is capped even if a soldier is killed varying on how likely something is to get damaged (armor=higher chances; pistol=lower chances, etc). Cybernetics Lab is now called &amp;quot;Repair Bay,&amp;quot; is much cheaper, and may be built from campaign start. Cost to repair an item is initially set of 20% cash, meld, alloy and elerium cost, and a formula for time to repair is also in place that starts with a baseline of 60% of build time but goes down as you develop Advanced Repair and add engineers to your staff (minimum is 72 hours). The following items are ini-adjustable: repair time% of baseline build time, resource cost as% of baseline resource cost, and you can turn off repair requirements entirely with one variable. Removed Second Wave option &amp;quot;More than Human&amp;quot; and replaced with Wear and Tear, which gives a chance that items will be damaged on missions and require repairs even when a soldier isn&#039;t hurt. The chance is initially set at 20% per item, and this value is ini-moddable. Many item costs are being adjusted downward to make up for reduced utility when they are in the shop.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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* Code that was rolling up leaders at somewhat too high of a level and occasionally letting Temple Ship aliens out on regular missions&lt;br /&gt;
* Restored code allowing 50/50 chance for recovery of gear on soldier MIA/death + mission failure. Also MEC suits from dead soldiers can be recovered again.&lt;br /&gt;
* Adjusted some spawn code to reduce incidence of aliens spawning in range of soldiers at mission start (without pressing them all against the back wall of the map as was happening previously)&lt;br /&gt;
* Some overloud stacking sounds (overwatch all and research new-item alert) won&#039;t be so loud&lt;br /&gt;
* You will no longer get meld from failed alien and Exalt base assaults (vanilla bug)&lt;br /&gt;
* Mayhem will apply +4 damage bonus precision shot for snipers with sniper rifles (instead of +2)&lt;br /&gt;
* Rounding error that was causing Ethereal Psi Drain to not gain any HP when Ethereal was down only 1 hp&lt;br /&gt;
* Repair perk will provide correct bonus arc thrower charges now&lt;br /&gt;
* Flush will not cause flying units to attempt to move&lt;br /&gt;
* Mimic Beacon throw range correctly limited&lt;br /&gt;
* Various fixes to Critical Hit chances and interactions. Targeting Module (which isn&#039;t broken, contrary to reports) fix to displayed crit chance in some circumstances.&lt;br /&gt;
* Mayhem will now provide SAW/LMG damage bonus when using Rapid Fire and Flush&lt;br /&gt;
* Reward soldiers should now adopt your class coloration and headgear settings when class is selected&lt;br /&gt;
* Building/Tearing Down GeneLab/PsiLab should provide immediate impact on lab bonuses&lt;br /&gt;
* Having the Snap Shot perk and 1) carrying any primary weapon without the movelimited property (ie strike rifles) or 2) using the second shot of double tap confers a corrective to the snap shot aim penalty, canceling it out in those cases, as long as the calculated to-hit before the corrective is greater than 1%. This mostly corrects a vanilla bug.&lt;br /&gt;
* Smoke and Dense Smoke will now provide defense to flanked targets on the condition that the attacker&#039;s chance to hit is otherwise less than 100. If the chance to hit is 100, smoke/dense smoke provides a flat -10/-20 defense, because we are unable to access how much greater than 100 the pre-smoke to-hit is.&lt;br /&gt;
* Interceptor aim module now turns two misses into hits, instead of just making sure the next two shots hit regardless of roll. This fixes a bug in which Sparrowhawks were counting as an aim module hit if it was going to hit anyway.&lt;br /&gt;
* Fixed, at long last: Bug in which flanking bonuses for to-crit and ITZ purposes were not being applied to Squadsight shots.&lt;br /&gt;
* Fixed bug in which Fortiores Una wasn&#039;t conferring enough Damage Reduction. Changed its mechanics so it doubles base cover bonus, (so low is about 1.3, and high is 2.0).&lt;br /&gt;
* Fixed bug in which Mind Control wasn&#039;t supplying PsiXP.&lt;br /&gt;
* Bring &#039;Em On now counts enemies at Squadsight ranges in crit bonus calculation&lt;br /&gt;
* Alien Salvage actually provides salvage now&lt;br /&gt;
* Council Reward probability shift when you have a bunch of engineers should work properly now&lt;br /&gt;
* Adrenaline Surge perk actually provides crit bonus now&lt;br /&gt;
* Chameleon Suit actually provides bonus defense when using Lightning Reflexes (ouch)&lt;br /&gt;
* Aliens will now run harvest missions as intended at supply 1, threat 4 on mission matrix. Also a couple of other adjustments on the matrix.&lt;br /&gt;
* A soldier with both Concealment (old Psi Shadow) and Low Profile will no longer conceal, move to low cover, and immediately reveal; instead they won&#039;t conceal at all. This should allow a soldier with Lightning Reflexes, Low Profile and Concealment to trigger OW shots and retain high cover bonus by moving to a low cover spot.&lt;br /&gt;
* Attempted fix: Shouldn&#039;t face any fresh panic checks when reloading a game with a critically wounded soldier&lt;br /&gt;
* Triggering the HQ Defense mission will no longer crash game while Skyranger is in flight&lt;br /&gt;
* Fixed some map bugs on police station, small scout nuked city, furies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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* Alien roster for XCOM HQ Assault will scale up in difficulty a little more slowly&lt;br /&gt;
* Not So Long War SW option now applies modifier to soldier timeout and interceptor repair time -- meaning they will both be out longer&lt;br /&gt;
* UFO upgrades to accuracy, damage and hit points now stop at 32 months (alien research 960) so interception game doesn&#039;t become truly impossible for persistent-game players&lt;br /&gt;
* Significant nerf to the power of large lab blocks to reduce research time&lt;br /&gt;
* Packmaster provides +1 Proximity Mine charge instead of +2&lt;br /&gt;
* Dramatic increase in Weapon Fragments required for various technologies&lt;br /&gt;
* Increased Neuroregulator psi bonus; wearing it 3 times will reduce missions to level up by 1. Adjusted PsiXP to normalize missions per level at 5 for all levels and 3 on current (.6) NSLW setting. NR grants +10 will.&lt;br /&gt;
* Armor Piercing Ammo item now nullifies 2 points of enemy DR. Armor Piercing Ammo item now available to MECs, SHIVs and Engineers, but won&#039;t help with shotguns or sidearms.&lt;br /&gt;
* HEAT Ammo and HEAT Warheads damage reduced to +50% from 75%. HEAT Ammo perk made available to engineer class at Gunnery Sergeant rank (in place of RFA). HEAT Ammo will not work if carrying a shotgun. Both HEAT Ammo and HEAT Warheads will provide a minimum of 2 bonus damage. Both HEAT Ammo and HEAT Warheads bonus exposed in separate ini variables, using up our last two spare floats for ini settings.&lt;br /&gt;
* Weapon-tech damage-bonus items (alloy jacketed rounds, enhanced beam optics, plasma stellerator) now usable by humans, SHIVs and MECs. Depleted Elerium Rounds, Laser Pumper, Zevatron Booster removed from game.&lt;br /&gt;
* Laser Sight and Hi Cap Mags now usable by humans, SHIVs and MECs. Weapon Gyros and Autoloader removed from game.&lt;br /&gt;
* Targeting Module now provides +8% crit and +1 base damage when critical hits occur (so 1.5 critical damage).&lt;br /&gt;
* Abductions will be spaced out over an entire month regardless of how many the aliens plan. Previously they were stacked in the early month. Reduced allowed Abduction response time.&lt;br /&gt;
* Reduced meld from dead aliens to make you go after cans more. Exposed a couple of alien meld variables to the ini.&lt;br /&gt;
* Ghost Grenades renamed &amp;quot;Shadow Device&amp;quot; and no longer gain additional charges from Packmaster or Smoke and Mirrors.&lt;br /&gt;
* Engineers may now use shredder ammo small item. Added engineer-specific item property for additional modding.&lt;br /&gt;
* Recovering from being strangled reduces your grenade throw range.&lt;br /&gt;
* Increased damage and reduced AOE of Proximity Mines. AOE and trigger range should now match.&lt;br /&gt;
* Increased AOE of grenade launcher grenades.&lt;br /&gt;
* Reaction Fire against Mecs, Mectoids, SHIVs and Sectopods (what we&#039;re calling large mechanized units) is more accurate unless the targeted unit has Lightning Reflexes, or attacker has Opportunist / Advanced Fire Control (which already provide this accuracy bonus). Specifically, added a variable to cancel the REACTION_PENALTY (which is 0.7) when firing at these units. Dashing bonus still in effect. This can be removed with an ini edit. Purpose is to reduce effectiveness of big tanky units as super-dodgy Reaction Fire busters (although their DR will still help), and enhance utility of Lightning Reflexes perk on scouts.&lt;br /&gt;
* Equipping multiple Kinetic Strike Modules now confers +3 damage for each extra module equipped. Stacks with Thumper and MEC Close Combat advances.&lt;br /&gt;
* Firing a rocket/shredder rocket now grants +1 mobility for the remainder of the mission (for each rocket fired)&lt;br /&gt;
* Major Rework of rocketeer tree, some changes all other trees&lt;br /&gt;
* Sightline HUD (red alien heads) will now display up to 20 aliens in view instead of 10&lt;br /&gt;
* Phoenix Cannon is back (replacing Phoenix Coilgun). It is available at Alien Materials and is probably a middling upgrade to the missiles -- it has base laser cannon armor piercing (enough to do full damage to Raiders) and slightly higher damage per second than Avalanche, and all the shots should mean it should provide more consistent results than the missiles.&lt;br /&gt;
* Added foundry project &amp;quot;Quenchguns&amp;quot; that triples the anti-DR capability of Gauss weapons (to 1) and is available after researching Advanced Gauss Weapons.&lt;br /&gt;
* Added foundry project &amp;quot;Phoenix Coilguns&amp;quot; that improves all existing Phoenix Cannon to Phoenix Coilgun stats and is available after researching Gauss Weapons.&lt;br /&gt;
* Foundry projects will be more moddable in the ini now.&lt;br /&gt;
* Strategy Game alien resource numbers moddable in the ini now.&lt;br /&gt;
* Improved impact of Snap Shot for rocketeers.&lt;br /&gt;
* Mimic Beacon item provides 1 base charge, not 2&lt;br /&gt;
* Increased &amp;quot;Reasonable Attack Range&amp;quot; for drones and flying units in hopes of reducing derpy behavior&lt;br /&gt;
* Aliens with Lightning Reflexes will now care much less about overwatchers when deciding what to do&lt;br /&gt;
* Offscreen kills on terror missions will be proportionally reduced with the number of aliens you can see. To compensate, aliens can rarely kill 3 civilians a turn if you have revealed few or no aliens.&lt;br /&gt;
* Master Sergeants will roll for a +1 bonus to a random stat (offense, defense, will, hit points) every 4th mission. 10% chance of hit point, 30% chance of one of the other three.&lt;br /&gt;
* Transports (UFOs) will tend to have more troops than previously.&lt;br /&gt;
* You will see more alien &#039;monsters&#039; (level 9 leaders) by the by on alien base assaults, larger UFOs and late-game council missions.&lt;br /&gt;
* Resources reworked a bit. Reduced base alloys from each UFO class by about 30%. Increased average alloys and elerium recovered on UFO crash missions. Foundry alloy and elerium projects now provide 20% bonus to ALL alloys and elerium recovered from missions. UFO Analysis techs provide 20% bonus to alloys and elerium recovered from that specific class of UFO after mission win (crashed or landed). Slight increase in chances of UFO Power and Nav Computer surviving mission. Altered how EMP Cannon works (bonus to artifact survival instead of flat chance). Slight decrease in alloys recovered from certain alien species. The goal here is to steady out your resource income and force some investment to improve it, particularly in the early game (making bagging a big landed UFO a little less swingey in overall campaign progression), make an early alien materials tech path more enticing, and make crashes somewhat more rewarding.&lt;br /&gt;
* Reduced base flamethrower damage by 2. Jellied Elerium foundry project now provides only bonus panic chance on its own, but it also unlocks a small item, the Incinerator Module, that provides +3 flamethrower damage.&lt;br /&gt;
* Reduced Chryssalid will by 10 or 15 or so.&lt;br /&gt;
* MEC Railgun will now use Minigun model and effects. Laser/Pulse Lance will use Railgun model and effects.&lt;br /&gt;
* Arc Rifle now available to all squishy classes but gunner and rocketeer. You may now move and fire it without penalty. It still suffers close-range penalties like sniper rifles (This a technical limitation -- disabling shot can&#039;t be divorced from short-range penalty), but otherwise operates like a rifle. It no longer operates at beyond visual range. It confers +10 aim.&lt;br /&gt;
* Alloy Belt item removed from game. Alloy Carbide Plating provides Extra Conditioning bonus (2-4 HP) but no DR.&lt;br /&gt;
* All MEC units gain +4 hp upon conversion instead of +2. MEC Armors lowered by 2 hp.&lt;br /&gt;
* Reworked DR calculation formula so additive modifiers are calculated before multiplicative ones, with the exception of cover DR. This reduces the effect of Absorption Fields and Shock Absorbent Armor.&lt;br /&gt;
* MECs have slightly higher average timeout between missions&lt;br /&gt;
* New Item: Flak Ammo. Unlocked by Floater Autospy and MEC Warfare Systems. Can be equipped by anybody. Works like HEAT Ammo, granting greater of +2 or +20% base weapon damage against airborne units with primary weapon and rockets, and allows MECs with Collateral Damage to target airborne units with its AOE weapon attack (and gain the damage bonus).&lt;br /&gt;
* Reduced damage for MEC Minigun, Laser Lance, Railgun by 1, so it scales up by 1 at each tech level like every other weapon.&lt;br /&gt;
* Combined Arms perk now nullifies 1 point of all DR, not just cover-based DR. (Note all MECs have this perk innately).&lt;br /&gt;
* Attempted to make EXALT less suicidal in rushing transmitter volume with AI change to GetMaxDangerLevelForMovement&lt;br /&gt;
* Vital Point Targeting no longer applies to Collateral Damage ability (was never intended to). Ranger, and Shredded effects still do.&lt;br /&gt;
* HEAT now applies a flat +2 damage bonus when used with collateral damage against robotic enemies.&lt;br /&gt;
* Increased harder aliens&#039; damage by 2 on Impossible, and easier aliens by 1. Increased alien research rate on Brutal from 105% to 110%, and 120 to 130% on Impossible.&lt;br /&gt;
* Mid-level Cyberdisc and Sectopod leaders will get HEAT ammo. A few alien leaders/navigators will get Combined Arms.&lt;br /&gt;
* Increased meld cost to convert a soldier to a MEC. Decreased meld cost of all suits.&lt;br /&gt;
* Converting to a MEC confers a loss of one level (rank) and a proportionate reduction in XP; that is, a Sergeant 50% of the way to TSGT converts and becomes a Corporal 50% of the way to Sergeant with XP. MSGTs reset to minimum XP to become GSGT.&lt;br /&gt;
* Gave SHIVs a little armor HP that won&#039;t need time in the shop if lost. Regular SHIV now has 15 defense (vice 10); Alloy SHIV has 10 defense (vice 15).&lt;br /&gt;
* Rework of equip UI so it alerts you when you are equipping an ammo type or other small item that isn&#039;t compatible with one of your primary weapons, and unequips the small item if you swap to an incompatible primary weapon. Damage enhancer ammos will no longer apply bonuses to sidearms. If I get another spare item, I&amp;quot;ll think about a pistol damage enhancer item as an option.&lt;br /&gt;
* Three special ammo items -- Flak, Shredder and AP -- cannot stack.&lt;br /&gt;
* Moderate rework of some aim and defense: Items will gain aim/crit/defense on a 4/6/8/12 scale rather than a 5/7/10/15. Perk gains unchanged. Soldier aim gains on level ups will range from 18 to 28, with 18 or 21 for most classes (Scout is 25, Sniper is 28 ). Soldier recruit aim range changed from 55 to 75 to 58 to 72. Wider range for MECs, with a peak at 28 again for the Jaeger. (Note MECs can use Scope now.) Adjusted rocketeer scatter so a point of aim is worth slightly more, as they have fewer perk-based options to increase aim. Aliens lose some defense on level-ups. This is intended to do several things: 1) increase value of aim and defense-related perks on the trees, most of which are conditionally activated, challenging you to employ them effectively. 2) Increase value of cover and flanking mid-to-late game by reducing impact of general purpose defense. 3) Make it harder to reach 100 to hit 4) Flatten aim differences between classes somewhat and help supports be somewhat useful riflemen.&lt;br /&gt;
* Three aim gainers -- Scope, Neural Gunlink and Illuminator Gunsight -- can no longer stack. Neural Gunlink and Illuminator Gunsight now provide +12 aim/crit. Scope provides +8.&lt;br /&gt;
* Platform Stability now available on Sniper, Gunner and Rocketeer trees. Platform Stability now helps reduce rocket scatter.&lt;br /&gt;
* Alloy Bipod is now a flat aim/crit gainer equippable only by snipers, providing +6 aim at zero weight.&lt;br /&gt;
* Slight bump in XP to reach high ranks. (Master Sergeant is 4200 instead of 4000).&lt;br /&gt;
* Squadsight shots now suffer only a -20% crit penalty&lt;br /&gt;
* LMG series no longer provides a 5% crit bonus&lt;br /&gt;
* In the Zone hits do one less damage with each ITZ kill in a round. ITZ crit per kill penalty reduced to -10% per kill from -25%. (And note Squadsight ITZ-related bugfix above).&lt;br /&gt;
* Titan armor is now .5 DR, 12 HP, and carries the Damage Control perk.&lt;br /&gt;
* Rework to simplify and bugfix explosives and perk interactions. Sapper now provides +1 damage to HE, AP, Alien, and Grenade Launcher grenades and Prox Mines. Mayhem applies +2 damage to all those weapons and +2 to rockets. Completing the alien grenade foundry project applies +2 damage to Needle and Grenade Launcher grenades and a 60% AOE bonus to HE grenades. So a maxed out Needle Grenade can get 9 damage, alien grenade 8 damage, HE Grenade 6 damage + large AOE, Grenade Launcher grenade 9 damage (with Ranger) and Proximity Mine (again with Ranger) 13 damage. Rockets go from 7, 9 and 12 to top out at 11, 13 and 17 with Mayhem, Ranger, and damage enhancers.&lt;br /&gt;
* Trying to train drones and Mechtoids not to double move when enemies are around.&lt;br /&gt;
* Trained drones to use their overload ability in certain special conditions (Without giving up the triggers, I&#039;m showing some restraint here.) Debating whether to up the damage a bit.&lt;br /&gt;
* Trying to train aliens to set up overwatch walls when they are defending landed ships and their own bases.&lt;br /&gt;
* Removed Smartgun Kit item (Advanced Fire Control is now on Gunner tree). Replaced with Advanced Suppression Module for SHIVs, which grants Danger Zone perk.&lt;br /&gt;
* Memorial now displays soldier class of deceased soldiers&lt;br /&gt;
* Savior now also provides 2 item-free medikit charges and +4 healing bonus.&lt;br /&gt;
* The first soldier on your roster will always be from XCOM&#039;s home country.&lt;br /&gt;
* Taking Battlescanner perk now lets you throw scanners a distance equivalent to having Grenadier and Bombardier perks. Those perks will also increase BS throw distance, but it won&#039;t stack with perk bonus.&lt;br /&gt;
* Regen Biofield now has a 50/50 chance (in separate rolls) of curing poison and reducing panic duration of nearby soldiers, in addition to healing bonus. Adjusted psi perk tree so Regen Biofield is level 1, Psi Inspiration and Distortion Field are level 2, and Psi Panic and Mind Merge are level 3. (Changed requirements a bit too). Psi fatigue increased to 24 hours for first level, and then to 6 hours for 2nd and 3rd level to increase cost of spamming low-level psis just to get at the gear.&lt;br /&gt;
* Combat Stims grants adrenaline surge perk (+10 aim, +10 crit if you get wounded) for duration of mission, in addition to current use.&lt;br /&gt;
* Slowed down pace of country item requests slightly.&lt;br /&gt;
* Chameleon Suit now provides immunity to Opportunist crits&lt;br /&gt;
* Psi Shadow perk renamed &amp;quot;Concealment&amp;quot; and removed from Psi Tree. Now a MSGT perk on Scout tree. Hacking an Exalt array and capturing meld now reveals hidden soldiers.&lt;br /&gt;
* Slight reduction in flight fuel for flying armors and hover shiv&lt;br /&gt;
* Larger UFOs have more hit points and go slower on the strategic map, allowing for more interceptions while they are on missions.&lt;br /&gt;
* Dense Smoke perk no longer provides AOE bonus for smoke grenades.&lt;br /&gt;
* UFO initial base will not be on your starting continent.&lt;br /&gt;
* Doubled alien alloys and elerium income from UFOs, missions and aliens. Doubled alloys and elerium costs for techs and items. Reduced $$ cost for alloys and elerium. Increased usual amount for council item requests of alloys and elerium. This makes the repair system a little more granular -- the amount of alloys/elerium needed to repair early game items (0/1/2, etc) was making too big a difference in the utility of the item. Otherwise the overall economy should be the same.&lt;br /&gt;
===Beta 14i (Dec. 4, 2014)===&lt;br /&gt;
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*&amp;lt;u&amp;gt;Special toddler at my keyboard edition&amp;lt;/u&amp;gt;&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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* Possible CTD when using Heal charge with Field Medic perk and carrying no medikits&lt;br /&gt;
* Missing Chaingun icon (with ammo count) in tactical&lt;br /&gt;
* Neural Feedback not doing correct damage&lt;br /&gt;
&lt;br /&gt;
===Beta 14h (Dec. 3, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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* You may now adjust arc thrower chances in DGC.ini&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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* CTD when sectopod AI hunting for cluster bomb targets&lt;br /&gt;
* All-Exalt HQ assault shouldn&#039;t occur anymore&lt;br /&gt;
* Bad XCOM spawns for soldiers 7+ in Linux version and cleaner 7+ spawns overall&lt;br /&gt;
* Some ghost grenade-related adjustments listed in g that weren&#039;t fully implemented&lt;br /&gt;
* Rebates when buying multiple items should work correctly now&lt;br /&gt;
* 3rd Rapid reaction shot should process now -- missed additional clamp downstream in prior code&lt;br /&gt;
*Linux/Mac version only: Mind Control + Neural Feedback CTD fixed (CTD not present in PC version)&lt;br /&gt;
&lt;br /&gt;
=== Beta 14g (Nov. 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may now select and equip your soldiers for the HQ defense, with some important limits: You will be required to equip 12 soldiers (this number is moddable in DefaultGameData.ini and LW default may change based on feedback), but only a random five will be available immediately, with three more as reinforcements (one automatic, the other two dependent on losses). The remainder were pinned down somewhere else and will not show up on the mission at all (and receive no fatigue or XP). Blueshirts will be largely unchanged from B14, although reinforcements will almost always arrive based on keep you at 6 XCOM soldiers and 2 blueshirts, so no more gamey sacrifices of those guys. Aliens will also sometimes bring leaders on the HQ Assault, which the leader level and frequency increasing with alien research. They will also work to protect their assault carrier better.&lt;br /&gt;
* Hangar ship list will contain an icon indicating whether aircraft is a standard interceptor or Firestorm&lt;br /&gt;
* Critical Wound will penalty now exposed as an ini variable for modding&lt;br /&gt;
* Added scroller to soldier equip UI allowing more 6 items (armor+weapons+items) to be equipped. Note for modders: Small items in slot 4+ may not supply charges in tactical game; we may try to address this in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CTDs and some other weird behavior at interception initiation (with short-range weapons and maybe Sparrowhawks)&lt;br /&gt;
* CTD when an ethereal psi-reflects twice in a turn (we think vanilla bug)&lt;br /&gt;
* Lockup when SHIV tries to reinforce a HQ assault and gets stuck in the door. Shivs will no longer go on these missions.&lt;br /&gt;
* Lockup when you have covering fire, sentinel and Neural Dampening all on the same soldier, you overwatch, and a mind control is used against you. (Fix: Being dazed cancels any overwatch shots)&lt;br /&gt;
* Bug in which randomized alien drop downs were not taking place&lt;br /&gt;
* Added explicit check for panicking in whether Close Combat Specialist triggers&lt;br /&gt;
* Incidents of zero damage will still do zero damage if targeted is shredded. This is to fix cases of shredded ethereals taking 1 damage when a psi reflect event occurs.&lt;br /&gt;
* Reworked how item discounts/rush costs are calculated so rounding issues don&#039;t make it advantageous to build a single item rather than several.&lt;br /&gt;
* Ready For Anything will now trigger when Adrenal Neurosympathy fires after a kill&lt;br /&gt;
* Combat Stims provide immunity to crits when not flanked or exposed&lt;br /&gt;
* Psi Abilities will no longer apply shredding debuff with Shredder Ammo&lt;br /&gt;
* Cyrillic font should look nicer now&lt;br /&gt;
* Officer bonus perks properly removed from MECs now&lt;br /&gt;
* Removed hyperwave beacon from list of salable items (due to bug in gray market); increased sale price of alien entertainment to compensate&lt;br /&gt;
* You shouldn&#039;t be able to co-equip Psi Grenades and Flashbangs now&lt;br /&gt;
* XCOM reinforcements in HQ Defense should spawn in order of barracks sorting now&lt;br /&gt;
* Sectopod AI won&#039;t try to clusterbomb airborne units&lt;br /&gt;
* Medikit preview blinkies will correctly take Smart Macrophages into account in all cases&lt;br /&gt;
* EMP Cannon should work properly in providing loot chances now; exposed its effectiveness to the ini&lt;br /&gt;
* You can change hairstyles on special soldiers now (Zhang, etc)&lt;br /&gt;
* Finishing a lab should correctly update time to completion of current research project in UI&lt;br /&gt;
* Added IsLocationOccupied check to prevent aliens from dropping on tiles already occupied by soldiers.&lt;br /&gt;
* Reverted Commander spawn points to default for Supply and Battleship UFOs, because of UFO volume not being determined properly for those ships.&lt;br /&gt;
* You should be able to train Rift before activating Gollop Chamber again if other requirements are fulfilled&lt;br /&gt;
* Some crit bonuses will no longer be displayed twice in shot detail when attempting precision shot&lt;br /&gt;
* Field commander rank should show up correctly in barracks now&lt;br /&gt;
* Drone self-destruct will actually entail them self-destructing and not just taking damage&lt;br /&gt;
* Panicking units will automatically unstealth, and cannot be stealthed with ghost grenades. This was to fix some buggy behavior but we&#039;re fine with the nerf to stealth, too.&lt;br /&gt;
* Some scrolling improvements&lt;br /&gt;
* Fixed bug in which abductor research missions were providing no alien research bonus&lt;br /&gt;
* Attempted Fix (again): Tried to remove Steady Weapon ability from EXALT AI possibilities in a second location in the AI code&lt;br /&gt;
* Attempted Fix: Found and eliminated case in which you could generate XCOM HQ assaults two months in a row, contrary to design intent for that not to happen&lt;br /&gt;
* Attempted Fix: Rare cases of units blocking tiles after death.&lt;br /&gt;
* Attempted Fix: Tile blocking after a suppression-caused reaction fire shot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Lowered sectoid commander aim significantly so their AI decides to use psi powers more often.&lt;br /&gt;
* Removed brutal and boring Van Doorn map from terror mission roster. Added new gas station map in its place.&lt;br /&gt;
* Steadfast perk (and Alien Trophies and Mind Shield) now provides immunity to Muton Intimidate ability. Mutons will no longer intimidate XCOM soldiers that they can&#039;t see (so at squadsight ranges or hidden).&lt;br /&gt;
* Mind Merge provides greater DR (1 per 45 will)&lt;br /&gt;
* Adjusted spawn settings again to better spread out alien pods, but again raising the still-slight risk of a spawn appearing in visual range of XCOM LZ.&lt;br /&gt;
* Mayhem provides +4 damage (sted +2) for sniper and strike rifles&lt;br /&gt;
* Thin Men should show up more often in general encounters&lt;br /&gt;
* Reduced meld provided by mectoids (3 to 2) floaters (.5 to .4), Heavy Floaters (1 to .8 ) and Exalt Elite (1 to .8 )&lt;br /&gt;
* Slightly changed Commander Pod location randomization algorithm to produce more diverse results.&lt;br /&gt;
* Rapid Reaction now allows a third overwatch shot if the prior two hit&lt;br /&gt;
* Buffed will of Temple Ship Muton Elites&lt;br /&gt;
* Some aliens will have access to Neural Damping perk&lt;br /&gt;
* MEC-3 armor now has two small item slots instead of one. Removed tactical sense perk from MEC-3 armor. Increased engineer requirements for MEC-2 and MEC-3 armors slightly.&lt;br /&gt;
* Mimic Beacons now work on a caster will versus alien will mechanism, so aliens have to fail a will-based saving throw to be affected by it. Raised cash price and will penalty of MBs slightly.&lt;br /&gt;
* Scientist and Engineer Loss on defeat during HQ Assault will cap at 1/3 of current staffing&lt;br /&gt;
* Increased meld cost of some items and foundry projects&lt;br /&gt;
* Amped up alien base forces a bit. Aliens will have a higher chance of rolling navigator abilities, and &amp;quot;Itchy Trigger Tentacle&amp;quot; will be activated for the alien side during base assaults (representing them being on the defensive).&lt;br /&gt;
* Removed some sectoid automatic will upgrades, made some more powerful navigator sectoids instead (so the critters will vary more)&lt;br /&gt;
* New soldiers and blueshirts will equip assault rifle or assault carbine and tac armor or tac vest based on their aim and mobility rolls. You can set their ability score threshold for equipping them in DGC.ini.&lt;br /&gt;
* Soldiers will cost $25 on all difficulties.&lt;br /&gt;
* Increased damage caused by drone self-destruct for big drones.&lt;br /&gt;
* Increased costs significantly for Ghost Grenades, somewhat for Chem Grenades. You&#039;ll need more bodies.&lt;br /&gt;
* Increased elerium costs for flying and psi armors.&lt;br /&gt;
* Tweaked up frequency of interceptor base attack.&lt;br /&gt;
* Frontloaded some rocketeer aim gain to early levels, removing some from later levels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beta 14f (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Major bug since 14d that broke alien resource-gathering&lt;br /&gt;
* Fixed: Typo in Supercapacitors ini entry that may have made it too cheap or possibly not available at all&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14e (Nov. 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bug forcing you to reselect Fire In the Hole after each mission&lt;br /&gt;
* Fixed: Red Fog will apply movement penalties now&lt;br /&gt;
* Fixed: Shredded effect no longer enhances poison damage. This was causing suicidal AIs.&lt;br /&gt;
* Fixed: Covering Fire and Steadfast on Infantry tree will provide correct skill bonuses again (+3 aim and +5 will). DGC.ini update&lt;br /&gt;
* Fixed: Swedish last names not randomizing properly, also removed some special Swedish characters from defaultnamelist.ini that weren&#039;t showing up correctly on some machines and possibly bollixing array; updated some other namelists&lt;br /&gt;
* Fixed: Medikit ability UI will show savior bonus correctly now&lt;br /&gt;
* Fixed: Ship Weapon card will show correct to-hit for pilots with 11 or more kills&lt;br /&gt;
* Fixed: Removed Repair Servos from Seeker leaders, as it was showing repair popup while they were cloaked. Gave them Rapid Reaction instead. Wondered briefly how&#039;d they do with Absorption Field.&lt;br /&gt;
* Fixed: Tactical Mission summary should report correct number of soldiers killed / lost on failed council missions. Suppressed the soldiers-killed report for covert extractions because it wasn&#039;t working correctly and we don&#039;t have a mechanism to fix it.&lt;br /&gt;
* Updated French translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14d (Nov 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Damaged UFOs (at 50% damage or greater) will show an explodey effect in the interception UI that will increase in intensity as damage increases. (XMarksTheSpot strikes again)&lt;br /&gt;
* Distinct name lists for Swedes, Canadians (French and Anglo), Australians, Spanish, Ukrainians, Nigerians and South Africans (thanks to freshman LW contributor Part Time Commie). Note: If you use non-LW custom name lists, you will have to reformat them in accordance with new file standards, which are explained in the file DefaultNameList.ini&lt;br /&gt;
* Removed some camera angles and replace ALT-F7, ALT-F8 and ALT-F9 keybinds with SLOMO commands (1.0, 1.15, 1.5 -- normal, slightly accelerated, significantly accelerated)&lt;br /&gt;
* Man of Bronze second wave option. This option enables tactical mission restart option on Ironman campaigns. E-299 SW option will no longer be available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Bullrush CTD&lt;br /&gt;
* Fixed: Another barracks sort CTD&lt;br /&gt;
* Fixed: Linux CTD on Seeker behavior, was probably causing some goofy Seeker behavior in Windows&lt;br /&gt;
* Fixed: Obscure Geoscape CTD when council mission target being selected&lt;br /&gt;
* Fixed: Improved scrolling in Tactical F1 and on strategy game item cards&lt;br /&gt;
* Fixed: MedikitHeal/Stabilize abilities will no longer show up on MECs&lt;br /&gt;
* Fixed: Restorative Mist + Field Medic providing too many charges&lt;br /&gt;
* Fixed: Remove Steady Weapon entirely from EXALT&#039;s options; they&#039;re too stupid to use it well&lt;br /&gt;
* Fixed: Reworked officer promotion UI so it&#039;s purdy and doesn&#039;t have incorrect perk icons&lt;br /&gt;
* Fixed: Shredded no longer applies bonus damage to mindfray&lt;br /&gt;
* Fixed: UFO icon in Sit Room screen will now disappear after aborting landed UFO mission&lt;br /&gt;
* Fixed: Visual bug in which seekers strangled in incorrect location when strangling a suppressor&lt;br /&gt;
* Fixed: Bug in which soldiers 7 and 8 on HQ defense are apparently reverted to default loadout&lt;br /&gt;
* Fixed: Mind Control perk should work again&lt;br /&gt;
* Fixed: Bombard perk will show in icons stack in lower left corner in tactical missions&lt;br /&gt;
* Attempted Fix: Tried again to make it impossible for seekers to do double-stealth fail when up against battlescanner&lt;br /&gt;
* Attempted Fix: F2 camera angle not allowing certain camera movements with controls&lt;br /&gt;
* Attempted Fix: Small Scout map where soldier can spawn out of map bounds&lt;br /&gt;
* Adjusted a key spawning variable to spread out aliens on smaller maps a bit more and work around some failed pod placement issues. This slightly increases the still-small chance of seeing members of an unactivated pod upon landing, but the alternative is squishing the aliens into a highly restricted space on some maps.&lt;br /&gt;
* Sapper, Stay Frosty, Band of Warriors, Legio Patria Nostra, Into the Breach and Fire in the Hole, some others get better perk icons&lt;br /&gt;
* Some available resources information will appear in more places in the StrategyUI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made it harder to spawn battleships on hunt missions; a little easier on bombing missions&lt;br /&gt;
* Expanded conditions in which an interceptor base assault may be generated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Our fixes to Mind Control involved some funny business with the Fire In the Hole perk. The upshot is that if you upgrade a 14/a/b/c campaign, your rocketeers with FITH will have to reselect that perk but also have Mind Control for free. This shouldn&#039;t happen with new campaigns or rocketeers who promote to take that perk as the campaign goes on. Obviously, using that perk is an exploit if you don&#039;t actually have that soldier up to level 5 psi.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14c (Oct. 26, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when &#039;Serkers look for bullrush targets on pod reveal&lt;br /&gt;
* Fixed: CTDs due to barracks sort code, including CTD after FLIP&lt;br /&gt;
* Fixed: CTDs when covert operatives hits extraction LZ&lt;br /&gt;
* Fixed: Colors for hit points and armor points above pawn should be clearer now&lt;br /&gt;
* Fixed: HP Display can handle up to 80 hp now&lt;br /&gt;
* Fixed: Healing items will blink hp/ap when considered for use&lt;br /&gt;
* Fixed: Adjusted Pulse and Beam laser environmental damage so Pulse is higher as intended (relic of switching their roles several Betas back)&lt;br /&gt;
* Fixed: Civilians will no longer show armor HP&lt;br /&gt;
* Fixed: Vortex Armor description will note fatigue relief&lt;br /&gt;
* Fixed: Suppressors will return to cover now&lt;br /&gt;
* Fixed: Council will only request laser rifles once beam lasers tech is researched&lt;br /&gt;
* Fixed: Skyranger will automatically empty when a mission expires as long as it&#039;s not on a mission -- so soldiers aren&#039;t stuck in limbo until next mission pops&lt;br /&gt;
* Fixed: Field Surgeon will no longer bring back the dead&lt;br /&gt;
* Fixed: Dead Aliens killed without explosives will provide meld again. As a side effect, killing navigators will net more XP if the navigator has multiple bonuses.&lt;br /&gt;
* Fixed: Novosibirsk city name will show up now&lt;br /&gt;
* Fixed: VIPs can escape properly on yellow moves now&lt;br /&gt;
* Fixed: Durand won&#039;t get Close Encounters but instead a psi perk as intended&lt;br /&gt;
* Fixed: Laser pistol gets beam laser aim bonus&lt;br /&gt;
* Fixed: New scrolling works in Hangar now&lt;br /&gt;
* Fixed: Display bug suggesting hidden-but-equipped large weapon was providing mobility bonuses/maluses for covert operative (it wasn&#039;t, so no need to go into barracks and add SMG to CO thinking it will give you mob bonus)&lt;br /&gt;
* Fixed: Apparent longstanding bug in which some bonus ammo + Dr penetration we were granting MECs (via assignment of free Combined Arms perk) was getting removed from MECs after their first mission. This caused Rapid Fire and Collateral Damage to be unavailable when it should have been. To correct MECs on existing campaign, select the MEC and use the dev console command GivePerk 138 during a mission, or give perk 138 to all MEC weapon items in DGC.ini.&lt;br /&gt;
* Fixed: Gauss Machine Gun and Sentry Gun will have Reaper Ammo FX now&lt;br /&gt;
* Fixed: Covert operative will be fatigued after mission&lt;br /&gt;
* Fixed: Suppressors losing LOS to target when in high cover. We may have fixed a couple of other wonky LOS bugs at the same time by forcing a vision check in a certain place.&lt;br /&gt;
* Attempted Fix: Tried to delay Slingshot start by a couple of weeks in a second place&lt;br /&gt;
* Updated Spanish translation&lt;br /&gt;
&lt;br /&gt;
=== Beta 14b (Oct. 20, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Freeze when Progeny mission fires &lt;br /&gt;
*Fixed: Bad offset when new council mission checked, potential freeze &lt;br /&gt;
*Fixed: Europe continent bonus will actually apply to OTS projects now &lt;br /&gt;
*Fixed: More bugs in whether covert ops mission awards intel &lt;br /&gt;
*Fixed: Van Doorn now says something when he fires a rocket &lt;br /&gt;
*Fixed: Removed two XCOM spawn points from Grand Cemetery maps that required grapples/flight to extract, which was a little unfair even for us &lt;br /&gt;
*Fixed: Some spawning issues on fishing village map &lt;br /&gt;
*Fixed: Corrected Fuel Cell and Cognitive Enhancer inventory images &lt;br /&gt;
*Fixed: Removed Van Doorn head from heads available to general soldiery (to fix bug where they wouldn&#039;t retain hair). Van Doorn&#039;s head is unique to that unit. Any soldiers with Male Caucasian Head 14 may need to perform temporary race swap to avoid CTDs. &lt;br /&gt;
*Fixed: Gauss Weapons should apply anti-DR correctly now &lt;br /&gt;
*Fixed: Gauss Rifle and a few pulse weapons weren&#039;t classified correctly, meaning weapon-tech based bonus items weren&#039;t help like they should&lt;br /&gt;
&lt;br /&gt;
=== Beta 14a (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed -- Finishing a covert extraction by escaping will award intel.&lt;br /&gt;
&lt;br /&gt;
=== Beta 14 (Oct. 19, 2014)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 14 notes:&#039;&#039;&#039;&lt;br /&gt;
Beta 14 should not require a campaign restart; however, a new campaign is recommended for a balanced and less buggy experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta 13 to 14 known issues:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix to soldier heads can cause CTD in the tactical game. IF A SOLDIER HAS NO PAWN APPEAR IN THE DROPSHIP SCREEN, THE WORKAROUND IS TO CHANGE THE RACE/ETHNICITY OF THESE SOLDIERS (and change it back if desired), WHICH RESETS THEIR HEAD TO A DEFAULT. IF YOU DO NOT DO THIS, YOU WILL GET CRASHES IN THE TACTICAL GAME.&lt;br /&gt;
* Changes to perk trees will not take effect for existing soldiers, as usual&lt;br /&gt;
* XCOM Soldiers with Mind Control perk will lose the perk (and get Fire in the Hole Instead). Currently unsure they will be able to retrain it, but they can add it with console command GivePerk 100 or GivePerk PsiControl.&lt;br /&gt;
* On normal and classic difficulties, new XCOM soldiers no longer get a defense bonus; instead all aliens get an equivalent aim penalty. This will mean existing soldiers will be very hard to hit (as they will maintain their defense, but the aliens will all lose aim). Player upgrading mid-campaign may want to adjust ini values to compensate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Most maps will now have start zones and escape LZs in new places.&lt;br /&gt;
* Aliens will now sometimes attack your interceptor bases, using a map previously available only to MP games. Failure to defend your bases will mean destruction of and damage to many of your aircraft.&lt;br /&gt;
* Soldier hit points display in tactical UI will differentiate between armor/item HP bonuses and permanent HP&lt;br /&gt;
* Added sort in engineering UI. Items will be categorized by size, then alphabetically.&lt;br /&gt;
* Reworked soldier sort in barracks menus; will now sort down fatigued status soldiers below active and above wounded soldiers, and sort primarily by XP and secondarily by officer rank within each status.&lt;br /&gt;
* Adjusted scrolling behavior in strategy game and savegame menus. Should be a lot easier to use now.&lt;br /&gt;
* For non-Ironman games, added &amp;quot;Restart Mission&amp;quot; option to pause menu (thanks Drakous79 for unocovering this). This offers a way to get out of bug-induced mission problems (like script interruption on the base assault) and also a perhaps somewhat more honest savescumming method, in that you take the mulligan on an entire mission rather than a single shot.&lt;br /&gt;
* More new inventory art. More unique HUD images from JCLewis. Art for the new techs and foundry projects.&lt;br /&gt;
* Added two new options to Interface Options Screen: 1) Default Zoom Level Slider, lets you adjust default zoom level from between 50% and 200% of normal, and 2) A checkbox that lets you activate an alternate set of camera controls, where you can click the middle mouse button to directly control camera yaw and pitch&lt;br /&gt;
* You may now recruit soldiers from two new countries: Honduras and Bosnia-Herzegovina! (Please don&#039;t ask why those two over other deserving countries like Turkey or Iran.) (Sigh. You asked, didn&#039;t you? Look, these are perfectly fine countries who want to fight aliens, so consider them representative of two important world regions: Central America and the Balkans.) (The real answer is technical. From what I understand, Firaxis coded in the Honduran and B-H flags in the texture that supplies flags to the back of soldier pawns, along with the 29 flags you are familiar with. These textures are prohibitively difficult to change, while changing all the other stuff to get these countries in the game was fairly simple.)&lt;br /&gt;
* Brazilian soldiers will now get Brazilian names, rather than Spanish-based ones. Combined English and Australian namelist (please don&#039;t hate me) and two Spanish namelists to make this and the new countries happen. Added a bunch of names to multiple nationalities for more variety.&lt;br /&gt;
* Alien Missions can now take place in a bunch of new cities in council countries&lt;br /&gt;
* Premission squads are loaded blank. Your premission squad will now be saved if you leave the dropship room and return.&lt;br /&gt;
* Completing the Exalt HQ assault will net three unique items, a really nice scope (an improved illuminator gunsight usable by any soldier; old IG no longer buildable) and items that respectively grant 20% bonus XP and PsiXP whenever carried on missions.&lt;br /&gt;
* Added French translation, now available as separate download&lt;br /&gt;
* Added Field Surgeon perk, which reduces wound recovery time after missions&lt;br /&gt;
* Gauss Weapons will now use Reaper Ammo sound and visual effects to differentiate them better from ballistics. Reaper Ammo will no longer cause special FX.&lt;br /&gt;
* Added Hit and Run perk, which allows a free shot against a flanked or exposed target (basically works like Close Encounters, except target status rather than proximity is the trigger). Will be available to scouts, assaults and probably MECs. No, it can&#039;t stack with CE (it uses the same resources, for one thing).&lt;br /&gt;
* Added Fire in the Hole rocketeer Perk, which grants 10 aim for purposes of reducing rocket scatter if your soldier has not moved. Grants 10 aim worth of additional range for blaster launcher.&lt;br /&gt;
* Added two cheap Base Security foundry projects, which will allow base security to automatically equip any spare laser rifles and phalanx armors during an XCOM HQ assault. Note these will only help if you have unequipped instances of these items in storage.&lt;br /&gt;
* Geoscape will pause when new recruits arrive.&lt;br /&gt;
* In rare cases you will get landed assault carriers. These will use battleship maps (which have fires and damage because we only have shot-down battleship maps available to us).&lt;br /&gt;
* Added ini settings to control likelihood of new soldiers coming from a given country&lt;br /&gt;
* Added ini settings to set costs (meld, money and days in the tank) for genemods. Also added ini settings to set extra fatigue timeout for individual genemods and psi powers, and fatigue timeout per officer rank.&lt;br /&gt;
* Added ini setting to set initial alien bonus research&lt;br /&gt;
* Added ini setting to increase/decrease meld from cans (multiplier) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fixed: Hang when alien panics&lt;br /&gt;
*Fixed: CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
*Fixed: Potential CTD bug with seeker AI&lt;br /&gt;
*Fixed: CTD when reloading mission with lots of aliens&lt;br /&gt;
*Fixed: CTD when reloading Exalt HQ assault*Fixed: Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Apparently a vanilla issue that failed to give Skyranger return-to-base mission in some cases; it may be more likely to occur in LW for some reason; added an error check that should prevent it.&lt;br /&gt;
*Attempted Fix: Altered hardcoded defaultloadouts in attempt to catch versions of Sectoid Commander crash that isn&#039;t fixed by our prior fix for reasons we do not understand&lt;br /&gt;
*Attempted fix: Found bad local in CalcHitRolls that may have been messing up HEAT/Shredding damage modifiers when applied to Rapid Fire and In the Zone. We think this will fix the Rapid-Fire-2nd-shot-always-missing-bug.&lt;br /&gt;
*Fixed: Aliens sometimes start out in view of squad&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will now work for MECs; turn ends on reload&lt;br /&gt;
*Fixed: Lock N&#039; Load perk will no longer allow a reload+turn for sidearms, as designed&lt;br /&gt;
*Fixed: UFO command pod sometimes spawning on UFO roof, which is a problem if spawn point is inaccessible or invisible&lt;br /&gt;
*Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it&#039;s worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don&#039;t get that much better.&lt;br /&gt;
*Adjustment/Fix: Gave sectoids, sectoid commanders and seekers &amp;quot;Gunslinger&amp;quot; perk and reduced their plasma pistol damage by 1, effectively leaving their weapon damage unchanged but removing range penalties. Their AI probably isn&#039;t smart enough to know how to compensate for the range penalties.&lt;br /&gt;
*Fixed: Hi Cap Mags and Autoloader will no longer show &amp;quot;Lock N&#039; Load&amp;quot; perk when equipped. These items and the +1 ammo from LnL will still stack.&lt;br /&gt;
*Fixed: Scatter Laser, Alloy Cannon and AP Grenade showing inaccurate damage in equipping UI card sometimes; cards for Grenade Launcher, Kinetic Strike Module and Flamethrower damage will now reflect bonuses from foundry projects&lt;br /&gt;
*Fixed: Precision Shot will not give crit bonuses to strike rifles (only sniper rifles) per design&lt;br /&gt;
*Fixed: Marksman&#039;s Rifle icon looks more impressive now in the HUD&lt;br /&gt;
*Fixed: Hyperwave and Gollop Chamber do not require Hyperwave/Ethereal Device to build on top of research requirement that consumes those items. Research requirement will consume items; after which you don&#039;t need them to build the facilities.&lt;br /&gt;
*Updated Spanish translation.&lt;br /&gt;
*Adjusted: MEC conversion will return to 9a mechanism: set to fixed stats (what you&#039;d get with strict screening on the same difficulty level), except a measure of very high will will be retained.&lt;br /&gt;
*Fixed: Removed soldier heads of Ken, Sid and Carter from being available to random soldiers in the mod. These were bugged when combined with various headgear options.&lt;br /&gt;
*Attempted Fix: Exalts floating in during &amp;quot;fliers-only&amp;quot; part of HQ assault&lt;br /&gt;
*Fixed: Lightning Reflexes will now apply to reaction fire shots that otherwise have a 100% chance to hit. Vanilla issue.&lt;br /&gt;
*Attempted Fix: Last round of your clip with Ammo Conservation doesn&#039;t seem to allow to set overwatch. You can steady weapon, fire that round, can&#039;t overwatch with it. It&#039;s faded out and says &amp;quot;not enough ammo.&amp;quot;&lt;br /&gt;
*Attempted Fix: RFA still allowing multiple overwatch shots on a berserker.&lt;br /&gt;
*Fixed: Dismissed officers do not see billet recycled back; vanilla bug manifesting (Recycling code in MoveToMorgue; not present in DismissSoldier)&lt;br /&gt;
*Fixed: Targeting Reticle now shows expected scatter instead of % when aiming with rockets&lt;br /&gt;
*Fixed, sort of: Getting some UFOs being spawned outside the range of designed ships, causing the &amp;quot;Independence Day virus&amp;quot; in which you get free kills on nameless UFOs. Can&#039;t figure out cause, but added some code to catch these errors and spawn mission-appropriate craft instead.&lt;br /&gt;
*Fixed: Blueshirts will properly level up and be assessed fatigue if they survive the base defense mission&lt;br /&gt;
*Fixed: Catching Breath (and probably freshly revived) soldier cannot draw sidearm.&lt;br /&gt;
*Fixed: Plasma Pistol no longer confers -10 aim.&lt;br /&gt;
*Fixed: Skeleton key now consumed by base assault&lt;br /&gt;
*Fixed: Removed Automated Threat Assessment from Alien perk list&lt;br /&gt;
*Renamed Rocketeer perk &amp;quot;Shock and Awe&amp;quot; to avoid confusion with class name&lt;br /&gt;
*Fixed: Missing to-hit percentage on sidearm&lt;br /&gt;
*Fixed: Text errors for Sniper Rifle series, Heavy Plasma Rifle, Plasma Mauler, Seraph Armor (which was also renamed), Titan Armor, Archangel Armor, Mind Shield, Alien Trophy, Shredder Ammo perk, Steadfast perk, Secondary Heart perk, MEC Close Combat foundry project, Smartgun Kit, Laser Pumper, Packmaster; Added armor mobility benes to text and clarified Sprinter perk&lt;br /&gt;
* Fixed/workaround: Firestorms stuck at zero hours repairing if you reduce ini setting INTERCEPTOR_REPAIR_HOURS to below 75 (or possibly even 168). Solution: Don&#039;t do this (added warning in ini). Fix manually by setting IRH to 800 or so, then switching back.&lt;br /&gt;
* Attempted Fix: Arc Thrower showing 0% or 1% chance when circumstances suggest it should be much higher (in the 40s or 50s); some reports that this is a display error only.&lt;br /&gt;
*Fixed: Touchpad + Expanded perk tree perk selection bug&lt;br /&gt;
*Fixed: Tactical Sense perk no longer confers immunity to being exposed/flanked (an unintended bonus)&lt;br /&gt;
*Fixed: Being suppressed and/or poisoned should properly apply scatter penalties to rockets&lt;br /&gt;
*Fixed: Aliens will no longer attempt reaction fire when hit by Disabling Shot&lt;br /&gt;
*Fixed: Soldiers with squadsight will no longer get a couple of squadsight-range tiles for their non-long-range-weapons (like sidearms).&lt;br /&gt;
*Fixed: Alien Entertainment council request unlocks with Hyperwave sted Sectoid Commander Autopsy&lt;br /&gt;
*Added text to clarify Rift only works if you are wearing Aurora or Vortex armors&lt;br /&gt;
*Added text to clarify suppression doesn&#039;t cancel overwatch; it prevents reaction shots from taking place (so the eye is working correctly; overwatch is still there is suppression ends for some reason)&lt;br /&gt;
*Fixed: Psi Inspiration does not help allies on a different Z&lt;br /&gt;
*Fixed: Lone Wolf crit bonus always applied, instead of selectively&lt;br /&gt;
*Fixed: Steady weapon bonus maintained through grapple action when it should go away&lt;br /&gt;
*Fixed: DR popup not always appearing even when applied&lt;br /&gt;
*Fixed: A bunch of under-the-hood references that were generating log warnings but no known game effects; who knows, maybe we&#039;ll fix something&lt;br /&gt;
*Fixed: Lock N&#039; Load doesn&#039;t reset UI and refill ammo in HUD gun icon&lt;br /&gt;
*Fixed: MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
*Fixed: Paramedic use still not refreshing ability icons&lt;br /&gt;
*Fixed: Alien AI wasn&#039;t getting angry enough when you assault one of their bases&lt;br /&gt;
*Fixed: Plasma Sniper bonus crit put in line with other sniper rifles&lt;br /&gt;
*Fixed: Rework of Sitroom objectives display with a lot of corrections and clarifications on how to move the plot forward&lt;br /&gt;
*Fixed: Interrogation techs still being available even if you sold/lost your captives&lt;br /&gt;
*Attempted fix: Psi Inspiration should remove multiple mindfrays.&lt;br /&gt;
*Fixed: Soldier suppressing from high cover and taking reaction shot now returns properly to cover after shot. At long freaking last.&lt;br /&gt;
*Attempted Fix: Mind Control beginning and ending should clear all suppression&lt;br /&gt;
*Fixed: Mind Control beginning and ending should clear all panic&lt;br /&gt;
*Fixed: Will penalty from being Mind Mergee.&lt;br /&gt;
*Attempted Fix: Cyberdisc spin attack is sometimes at the wrong altitude, doing no damage. Vanilla. Attempted to teach CD AI that it only works on same altitude.&lt;br /&gt;
*Fixed: Mind Control not showing correct to-hit in some cases.&lt;br /&gt;
*Fixed: Suppressing pawn ends suppression with messed up (twisty) pose.&lt;br /&gt;
*Attempted Fix: Critically wounded soldiers not showing up as dead on post-mission popup in tactical game. Update: Occurs only on squadwipe.&lt;br /&gt;
*Fixed: You may no longer suppress using shotguns or sniper/marksman rifles. (The latter wasn&#039;t possible anyway by class setup)&lt;br /&gt;
*Fixed: Some bugs in Exalt cell placement AI that might lead to them selecting Russia over and over.&lt;br /&gt;
*Fixed: Having a VO underway when a council request registers will no longer oddly freeze the geoscape but instead popup the request.&lt;br /&gt;
*Attempted Fix: Pods should no longer spawn outside playable area on L-Shaped Highway 1 map. (Thanks WGhost for fix)&lt;br /&gt;
*Fixed: Added a series of restrictions for overwatch all button to work on an individual soldier, such as if it is panicking.&lt;br /&gt;
*Fixed: Tech image for Thin Man Autopsy&lt;br /&gt;
*Attempted Fix: Removed goofy death animations&lt;br /&gt;
*Attempted Fix: Vahlen should stop nagging about psi testing so much&lt;br /&gt;
*Fixed: Double Tap won&#039;t trigger when no targets in view, or you are out of ammo.&lt;br /&gt;
*Fixed: During extractions, Covert operatives now actually leave the map when finishing a mission, rather than just go invisible. (vanilla bug)&lt;br /&gt;
*Fixed: New MEC available descriptions popping up when armor tech completed but other key research isn&#039;t&lt;br /&gt;
*Fixed: A soldier throwing a battlescanner can no longer have her tile occupied by another soldier if she does NOT step out of cover to make the throw.&lt;br /&gt;
*Fixed: Battlescanners no longer occupy a tile and make it impassible.&lt;br /&gt;
*Fixed: Platform Stability no longer applies to second shot of LEM, consistent with Double Tap.&lt;br /&gt;
*Fixed: To-hit score on red heads now consistent with ability being considered for use, rather than always standard shot.&lt;br /&gt;
*Fixed: Mindcontrolled XCOM personnel no longer acquire &amp;quot;dead allies&amp;quot; debuff when an alien is killed.&lt;br /&gt;
*Fixed: Scientists will not float in weird places on the ant farm after an interrogation.&lt;br /&gt;
*Fixed: Mindfray targeting now blinks 1 hp off an enemy&#039;s HP bars, instead of 5&lt;br /&gt;
*Fixed: Unequip all will strip gear from fatigued, injured, psi-testing, augmenting in addition to active soldiers. These guys should have been stripped in most cases anyway.&lt;br /&gt;
*Fixed: Expired meld containers no longer provide cover when destroyed&lt;br /&gt;
*Attempted Fix: Rapid Fire shouldn&#039;t pop up extra &amp;quot;missed&amp;quot; if miss then hit occurs&lt;br /&gt;
*Fixed: Progeny characters should now get purple psi overlay on character cards&lt;br /&gt;
*Fixed: Non-damaging Psychokinetic Strike no longer triggers you-will-hurt-allies warning when friendly troops are in range&lt;br /&gt;
*Fixed: Rocket Launcher shot following Shredder rocket shot should now do proper damage through cover&lt;br /&gt;
*Fixed: Reactive Targeting Sensors will no longer trigger on Rift or Psi Inpsiration&lt;br /&gt;
*Fixed: Can no longer enter psi labs from covert operative selection screen, removing ability to be simultaneously on covert op and psi training&lt;br /&gt;
*Fixed: Geoscape should pause properly when a UFO is overhead and a fighter refuels or repairs&lt;br /&gt;
*Fixed: Reaction shots against drop-in aliens will now check weapon range&lt;br /&gt;
*Fixed: SHIVs will no longer count +1 for total ranks for OTS purposes&lt;br /&gt;
*Fixed: Item stat bonuses now show correct for covert operative&lt;br /&gt;
*Partially Fixed: On escort missions, the escortee suffers an acid hit and can&#039;t extract, and is instead treated like a regular soldier, and you get queries to abort mission (which you shouldn&#039;t do). WORKAROUND: Save and reload. Then move escortee out of Skyranger&#039;s LZ and back, and escortee should extract properly.&lt;br /&gt;
*Fixed: Mission debrief Promotion UI now displays promoted officers ranks correctly&lt;br /&gt;
*Fixed: Combat Stims no longer gives out of ammo message when used&lt;br /&gt;
*Fixed: Steady Weapon button suppressed when you are out of ammo for all weapons that can benefit from the ability (including rockets)&lt;br /&gt;
*Fixed: Bradford sometimes says &amp;quot;densely populated urban area&amp;quot; for UFO missions to rural places&lt;br /&gt;
*Fixed: Female Voice 6 plays &amp;quot;I&#039;m suppressed&amp;quot; when she means &amp;quot;I&#039;m suppressing.&amp;quot;&lt;br /&gt;
*Attempted Fix: Mechtoid AI double-moving when firing is a much better choice (vanilla; I wonder if Mechtoids had a melee weapon at some point)&lt;br /&gt;
*Attempted Fix: Capped alien rosters at 50 on supply barges and alien base in a vain attempt to prevent the loadgame CTD. The two reproducible examples I have received, along with other anecdotal reports, suggest the CTD occurs when alien rosters are greater than 50, but I have no idea if this will be partially/fully effective.&lt;br /&gt;
*Fixed: Fixed loadgame CTDs in alien base assault.&lt;br /&gt;
*Attempted Fix: Tried alternate method of canceling phone-home for users reporting slowdowns during play. Until B14, solution is to play in offline mode.&lt;br /&gt;
*Fixed: Made sure AbsorbDamage was tested in KSM kill animation&lt;br /&gt;
*Fixed: Collateral Damage range limited to MEC Weapon range&lt;br /&gt;
*Fixed: Exalt shouldn&#039;t use steady weapon ability if they have no ammo.&lt;br /&gt;
*Attempted Fix: Mayhem perk should now work as advertised with proximity mine and grenade launchers.&lt;br /&gt;
*Fixed: Rift abilty icon suppressed if you have incorrect armor&lt;br /&gt;
*Fixed: Clarified Hunker Down info to say it doesn&#039;t mitigate crit penalties if you are flanked&lt;br /&gt;
*Fixed: Acidified aliens will no longer attempt to suppress in team-attack mode&lt;br /&gt;
*Fixed: Civilians on terror missions can not be randomly killed if they are within sight distance with one of your soldiers, regardless of whether that soldier can be seen.&lt;br /&gt;
*Fixed: Promotion available VO won&#039;t happen as much&lt;br /&gt;
*Fixed: Mayhem+Suppression properly costs more ammo now&lt;br /&gt;
*Fixed: So Shall You Fight has icon now&lt;br /&gt;
*Fixed: Failing / skipping a terror mission in a country you&#039;ve already lost should no longer penalize your monthly income again for the lost country, but instead only incur continental panic&lt;br /&gt;
*Fixed: if you have low profile and psi shadow, reload or go into overwatch for the smidgen between the end of the running/crouching animation and the deactivation, the ghosting effect stays on for the rest of the mission (unless the soldier is moved to half cover again to &#039;reactivate&#039; it): the soldier can now just stand invisible and unharrassed out in the open. But: Will drops like a rock (I think 15 a round).&lt;br /&gt;
*Lame Fix: SHIVS for some reason don&#039;t extract on mission aborts if they fire in the round they extract. Added warning to SHIV item text that they need extra time to load on the Skyranger and should not take any actions in extraction zone&lt;br /&gt;
*Fixed: Multiple mindfrays not wearing off in temple ship mission&lt;br /&gt;
*Fixed: Ethereal AI should be able to target Rift effectively at flying soldiers&lt;br /&gt;
*Fixed: Dodge consumable only appearing to provide 1 dodge. This was a display error; we fixed it by having aircraft formerly with short-range weapons (laser, phoenix, EMP) close distance to the UFO. We believe that those weapons don&#039;t lose any shots during the closing of the gap; their actual range remains as long as the other weapons.&lt;br /&gt;
*Fixed: Aggression and Lone Wolf crit bonuses should show up correctly at squadsight range.&lt;br /&gt;
*Fixed: Suppressors no longer get free shots at drop-down alienses&lt;br /&gt;
*Fixed: Goofy double pawn in barracks after soldier finishes augmentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked Mind Merge again. For humans, it no longer will grant hit points, doing away with unlimited healing exploit. It instead grants damage reduction to the recipient of the merge, scaling upward with caster will (sort of like a shield). For aliens it will behave more or less like it did originally, with bonus hp scaling up with caster will (it&#039;s somewhat off in B13). This change addresses the reported issue of variable feedback damage on caster kill.&lt;br /&gt;
* Significantly increased opportunities to get reward soldiers from council requests, particularly in the late game&lt;br /&gt;
* Alien research bonus from dead and left-behind XCOM on mission failure sharply reduced (4 to 1 per), giving squadwipes and lost missions with heavy casualties less impact on alien progression&lt;br /&gt;
* Alien Grenades require foundry project to be completed before you are able to equip them. You can no longer sell alien grenades as loot.&lt;br /&gt;
* Neural Gunlink provides +10 crit&lt;br /&gt;
* SMG series granted &amp;quot;steady weapon&amp;quot; ability&lt;br /&gt;
* Reduced resources required to build phalanx armor, slight increase in resources for Advanced Body Armor, minor increase in research time for Mobile Power Armor and Pulse Lasers&lt;br /&gt;
* Reworked UFO mission panic and bonus research mechanics slightly; now you can eliminate alien bonus research from UFO missions if you reduce the UFO&#039;s hit points to below 50% of max, and only have a 50/50 chance of a bonus research if the UFO takes any damage at all. This also eliminates the last possible gamey bonus from engaging a UFO and fleeing immediately (previously, doing so always reduced change of bonus research to 50/50, regardless of whether you fired on the UFO or not). Damaging a UFO also can now reduce the panic it generates if it escapes. (Previously this only happened with air raid missions).&lt;br /&gt;
* Primary Weapon aim bonuses/penalties (like the +7 with carbine or -15 with heavy rifles) no longer apply to rocket launchers. All other aim bonuses (small items, steady weapon) still apply.&lt;br /&gt;
* Made Gauss Weapons generally cheaper and gave some more ammo; made pulse weapons slightly more expensive. Pulse weapons now require Alien Power Systems instead of Elerium as a tech prereq.&lt;br /&gt;
* Made Laser Cannon and Supercapacitors foundry project more expensive.&lt;br /&gt;
* Gave Phoenix Coilgun a bit more damage.&lt;br /&gt;
* MEC subsystems (Flamethrower, etc.) now all have a mobility penalty, while the mobility bonus granted by the armors have been increased to compensate. This means you can leave off subsystems for greater mobility.&lt;br /&gt;
* Removing many mobility bonuses from perk trees; between all the ways to gain mobility from armor and weapons this is growing unnecessary&lt;br /&gt;
* Rocketeers can now use Heavy Rifles&lt;br /&gt;
* Infantry, Medics, Assaults, and Engineers can now use Arc Rifles (along with snipers and scouts), gave Arc Rifles unlimited range for squadsighted soldiers&lt;br /&gt;
* Removed randomness from number of Steam Vents in campaign start; it&#039;s now exactly what the ini setting says it is. Changed ini setting to 2.&lt;br /&gt;
* Increased area of effect of Combat Drugs.&lt;br /&gt;
* Gauss tech weapons reduce enemy DR by 0.33. Exposed this amount to a variable in the ini&lt;br /&gt;
* Armor Piercing Ammo item now reduces enemy DR by 1.33.&lt;br /&gt;
* Chem Grenades and alien acid now nullify up to a maximum of 3 DR.&lt;br /&gt;
* Transports gain a few more resources from successful harvest missions.&lt;br /&gt;
* Reduced resource loss slightly when aliens lose various UFOs.&lt;br /&gt;
* Adjusted alien AI so that they will consider paying some resources to find a country without an XCOM satellite to send harvest missions. The chances of this increase when they perceive a greater threat from XCOM.&lt;br /&gt;
* Enhanced Plasma foundry project now grants +1 damage to all plasma-tier weapons in addition to unlocking Plasma damage enhancer item. Increased reqs to get project.&lt;br /&gt;
* Made hit and dodge interceptor consumables a bit cheaper.&lt;br /&gt;
* Adjusted some MEC / SHIV weapon combat values.&lt;br /&gt;
* Adjusted some UFO hit point / gain values.&lt;br /&gt;
* Adjusted some alien perks and level ups.&lt;br /&gt;
* Reworked Flamethrower panic chances to make it less than perfect; Elerium fuel now increases panic chances.&lt;br /&gt;
* Aliens&#039; will will be generally be higher and will slowly increase during campaign. We&#039;ve left low will a weakness on some species.&lt;br /&gt;
* Pistol I crit bonus reduced to +10%&lt;br /&gt;
* Increased primary alien research modifier on all difficulties, with a small increase on normal and larger increase on greater difficulties. Our observation is we significantly overcompensated for the error in this setting in B9a and earlier, as the aliens can&#039;t keep up with the humans.&lt;br /&gt;
* Dead Exalt Elites provide 1 meld as loot if you don&#039;t kill them with explosives. Floaters and Heavy Floaters provide a bit more meld.&lt;br /&gt;
* Defeating the Exalt base provides a lot more bonus meld&lt;br /&gt;
* Aliens will tend toward more dangerous UFOs once they develop sufficient research&lt;br /&gt;
* Wearing Vortex Armor eliminates all post-mission fatigue&lt;br /&gt;
* Aurora and Vortex Armor no longer requires meld&lt;br /&gt;
* Alien Operations tech now requires Xenopsionics as an additional prerequisite (along with any interrogation)&lt;br /&gt;
* Destroyers will get a late-game armor upgrade to ensure they remain a threat.&lt;br /&gt;
* Increased variance of most Hidden Potential rolls.&lt;br /&gt;
* Increased starting roster to 40 soldiers and cost of recruiting a rookie to $25 ($30 on advanced difficulties). (Working numbers; may alter these before release). New recruits now take nine days to arrive at base.&lt;br /&gt;
* Increased engineers needed to build each Nexus&lt;br /&gt;
* Sentinel Drone foundry project made significantly more expensive. It no longer provides unlimited healing but instead the Repair Servos perk.&lt;br /&gt;
* All Exalts lose 2 hp on Normal; 1 hp on Classic&lt;br /&gt;
* Initial country panic will now show more variance between countries; added ini setting to allow you to mod degree of variance&lt;br /&gt;
* Battle Computer can now be equipped by SHIVs&lt;br /&gt;
* Council missions won&#039;t always be Thin Men in regualr pods. Dynamic alien drop-downs on council/DLC missions now drop to randomized locations (thanks WGhost!)&lt;br /&gt;
* Using Psi Inspire on a panicked soldier will grant that soldier a yellow move only, like revive.&lt;br /&gt;
* Removed MoveLimited and Snap Shot from Marksman&#039;s / Strike Rifle series&lt;br /&gt;
* Gave aliens a small buffer within high panic to roll to capture a country (95+). This means a single UFO shootdown or abduction victory late in the month will not save a country at max panic from defecting, but launching a satellite still will. This is necessary because countries can&#039;t go above 100 panic.&lt;br /&gt;
* Adjusted aiming angles SW option so cover provides 120 degrees of full protection instead of 90.&lt;br /&gt;
* Added explicit warning to equip top soldiers if a UFO on an XCOM HQ assault mission is detected.&lt;br /&gt;
* Aliens get 50 days of free research if you incorrectly accuse an EXALT country&lt;br /&gt;
* PFCs (Rookies) may no longer be covert operatives&lt;br /&gt;
* Panicking units caught out of cover will no longer get free move to cover, eliminating advantage of panicking in those situations. Panicking units in cover will still hunker down.&lt;br /&gt;
* Increased cash reward from exalt missions&lt;br /&gt;
* Increased Zhang mobility&lt;br /&gt;
* Gave Annette level 2 psi power&lt;br /&gt;
* Gave Furies level 1 psi power&lt;br /&gt;
* EMP Cannon does less damage with higher ROF, increasing chance of shootdowns vice total destruction&lt;br /&gt;
* Messed around with oppo forces on EXALT missions; covert extractions will now often have a kind of singular guard / big QRF setup.&lt;br /&gt;
* Marksman&#039;s Scope item reworked to give Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). Will be available with Alien Weaponry tech.&lt;br /&gt;
* Soldiers who are injured get max fatigue timeout (144 hrs) instead of rolling 96+d48 like uninjured soldiers&lt;br /&gt;
* Field Medic perk now gives 1 free medikit charge and +1 charges for carried medikits. Packmaster applies bonus to free charge and each medikit. Field Medic unchanged for restorative mist (+2 charges, no freebies)&lt;br /&gt;
* AI: Made pod-level AI less likely to decide to flee. Robot pods will never flee at the pod-level AI.&lt;br /&gt;
* Psi Lab now provides lab adjacency bonus&lt;br /&gt;
* Eight XCOM soldiers and six security personnel comprise the HQ defense, rather than 6+8.&lt;br /&gt;
* Walker Servos now available to all soldiers. Made slightly more expensive to reflect increased utility.&lt;br /&gt;
* Battleships should show up a little more often&lt;br /&gt;
* In lieu of too-complex-to-code learning, Thin men have a 50/50 chance to avoid using acid spit on completely immune (genemodded) soldiers every time they consider spit targets. Also turned down freq of spit usage.&lt;br /&gt;
* Alien AI will consider overwatch perks in deciding whether to overwatch.&lt;br /&gt;
* Reworked the shooting/hasvulnerabletarget/team attack/haspotentialkillshot AI a bit to take into account improved cover and low aim, meaning some low-aim aliens will more likely to consider sub-50% shots a better option than overwatching yet again. Exposed a couple of AI variables to the ini in this regard. To help the aliens think, XCOM soldiers no longer will get a defense bonus on lower difficulties; instead the aliens all receive equivalent aim penalties. This will create oddities in normal and classic upgrades from B13 to B14 -- existing soldiers will keep their defense, but aliens will have worse aim, so you may want to edit these values back for the duration of your save.&lt;br /&gt;
* Mayhem perk now applies to grenades, offering +1 damage for frag and needle and +2 for alien. Mayhem perk added to Engineer tree. Sapper perk should now apply bonus regular (non-env) damage to grenade launchers and proximity mines.&lt;br /&gt;
* Civilians on terror missions will move around a lot more on their turn&lt;br /&gt;
* Psi XP reworked; you no longer gain psi xp for successful use of contested powers; instead, every psi power at the same level grants the same psi xp per mission as long as the mission is an Xcom success.&lt;br /&gt;
* Psi Panic attacks will be a bit more difficult now, controllable by ini setting&lt;br /&gt;
* AIiens with target only in squadsight range should now seek cover if they are still kinda close to the battle&lt;br /&gt;
* Savior heals more&lt;br /&gt;
* Thumper hurts more&lt;br /&gt;
* Precision Shot + Sniper Rifle series cancels -30% long-range crit penalty, in addition to +30 bonus crit and extra damage. So basically +30 crit when using PS at squadsight ranges with sniper rifle&lt;br /&gt;
* Bullrush: Does less damage, smashes through more stuff. OH YEAH.&lt;br /&gt;
* Adjusted Firestorm and Plasma weapon build requirements&lt;br /&gt;
* Berserkers all receive muscle-fiber density genemod&lt;br /&gt;
* Meld positioning now randomized on maps&lt;br /&gt;
* Uber Ethereal gets some help&lt;br /&gt;
* Toggling Flight Mode on a flying armor now costs 1 fuel. Increased fuel slightly available to those armors.&lt;br /&gt;
* Adjusted council mission rewards, including those from Newfoundland mission&lt;br /&gt;
* Various adjustments to perk trees and item and project costs&lt;br /&gt;
* Europe now provides discount to OTS projects. Asia no longer provides OTS discount.&lt;br /&gt;
* Progeny missions no longer trigger on XCOM HQ Assault. Will leave you to figure out new trigger.&lt;br /&gt;
* Chameleon Suit now scout only, provides +5 defense and helps reduce chance of getting hit when LR fires&lt;br /&gt;
* Danger Zone + Suppression covers wider area (and exposed area var to ini)&lt;br /&gt;
* EXALT will no longer spawn in target volume on Capture and Hold Missions&lt;br /&gt;
* Slight reduction in strength of mobility debuffs. Alien AI was cracking up when unable to move.&lt;br /&gt;
* Due to psychic strain, soldiers may now only carry 1 ghost grenade item. It still gains charge bonuses from S&amp;amp;M and Packmaster.&lt;br /&gt;
&lt;br /&gt;
=== Beta 13 ( July 07, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Inventory/hp/fatigue bug. Known issue: Mind Merge will heal too many hit points.&lt;br /&gt;
* Fixed: Blowing up abductor or harvester causes CTD&lt;br /&gt;
* Fixed: Perk and related descriptions for Platform Stability, Double Tap and Snap Shot to change &amp;quot;without moving&amp;quot; to &amp;quot;without using a costly action&amp;quot; to clarify you lose bonuses by taking any action that consumes one of your actions, like the benefits that the Lock N&#039; Load or Smoke Grenade perks provide. Also item descriptions for sniper rifles, strike rifles, and LMG weapons.&lt;br /&gt;
* Fixed: Removed all Vahlen nagging about outsiders/arc thrower&lt;br /&gt;
* Fixed (Reported): Jump Boots / Leg genemod animation gone screwy&lt;br /&gt;
* Updated Spanish translation &lt;br /&gt;
* Game can hang when an alien is panicked.&lt;br /&gt;
* CTD/Hangup when MEC troopers forced into base defense mission without any available MEC armor to be equipped&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle.&lt;br /&gt;
* Precision Shot gives crit bonuses to strike rifles (should be only sniper rifles)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Unable to overwatch using the last shot in a clip granted by Ammo Conservation project.&lt;br /&gt;
&lt;br /&gt;
=== Beta 12 ( June 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Inventory art for ammo variants by Obstbananae&lt;br /&gt;
* Unique HUD images for ballistic weapons&lt;br /&gt;
* ¡Spanish translation! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Plasma techs will be accessible. Overhauled how item requirements were processed; this may lead to some unexpected consequences, because certain intended item requirements for techs may not have been previously processed correctly.&lt;br /&gt;
* Fixed: Removed Gatling Laser meld cost&lt;br /&gt;
* Attempted Fix: Verified CTD on March Site Recon when prespawned zombie tries to birth a chryssie in view of a soldier&lt;br /&gt;
* Attempted Fix: Drone AI has gone stupid&lt;br /&gt;
* Fixed: Using AP, Alien and HE Grenades on successive turns on a soldier with Grenadier and/or Packmaster prevents the ability to employ one of those grenades for the rest of the mission even when charges remain.&lt;br /&gt;
* Fixed: Duplicate running pawn in barracks after Mec augmentation&lt;br /&gt;
* Fixed: CTD apparently due to Sectoid Commander loadouts. This will not fix tactical saves from B11 or earlier with SC&#039;s in them.&lt;br /&gt;
* Fixed: Laser Lance and Pulse Lance causes MECs to use normal soldier animations in mission. Unfortunatley, this required having the lance weapons revert to Railgun and Particle Gun models.&lt;br /&gt;
* Fixed: Gave into the silent masses and renamed the Saburai the Shogun&lt;br /&gt;
* Attempted Fix: Far-off Aliens occasionally appearing in LOS for squadsighted soldiers for no good reason&lt;br /&gt;
* Fixed: Clarified precision shot help text&lt;br /&gt;
* Fixed: Game hang when seekers are destealthed beyond range of battlescanner by battlescanner&lt;br /&gt;
* Fixed: Drone pod leader doing nothing on reveal&lt;br /&gt;
* Fixed: Removed limit preventing Sectopod from overwatching or using itchy trigger tentacle when pod activated&lt;br /&gt;
* Attempted Fix: Extended time allowed for Suppression animation to complete to 4 seconds, this will hopefully eliminate failed returned to original spot error.&lt;br /&gt;
* Fixed: Small item crit bonuses not showing up in list of bonuses in UI (but being applied correctly and appearing in total)&lt;br /&gt;
* Fixed: Using Paramedic and Smoke Grenade doesn&#039;t refresh abilities without switching to another soldier&lt;br /&gt;
* Fixed: Vahlen will no longer nag you about an Outsider after you already got one&lt;br /&gt;
* Fixed: Clicking one number key and then Double-clicking another in tactical game to rapidly activate ability should work again -- it may take an extra click.&lt;br /&gt;
* Fixed: Grapples should work again&lt;br /&gt;
* Fixed: New Economy, randomization isn&#039;t applied&lt;br /&gt;
* Mostly Fixed: Ammo fill in tactical HUD sometimes only gets 1/4 of image&lt;br /&gt;
* Fixed: Vanilla exploit that hamstrings Exalt&#039;s ability to run operations against you&lt;br /&gt;
* Fixed: Commercial Restaurant abduction will display clue correctly.&lt;br /&gt;
* Fixed: Bug in uninstaller that wasn&#039;t restoring vanilla executable. (Leftover changes to exe wouldn&#039;t disable regular gameplay, so people wouldn&#039;t notice any difference)&lt;br /&gt;
* Fixed: Mind Merge / inventory bugs&lt;br /&gt;
* Fixed: Ready For Anything (and maybe Covering Fire) interacts weirdly with Berserker charge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reworked pistol stuff again to include long-range penalties that are now negated by Gunslinger perk. Also, aim-bonus small items (SCOPE, Neural Gunlink, Laser Sight, Laser Designator) no longer provide aim bonuses to pistol-slot weapons. Removed other accuracy penalty from pistols and lowered machine pistol accuracy penalty to -10 (-3 for heaters).&lt;br /&gt;
* Reinforced Armor provides +1 hit point and noted in description.&lt;br /&gt;
* Scout perk tree adjusted to reemphasize scouting perks and gain squadsight at GSGT, Rocketeer gains opportunist&lt;br /&gt;
* Removed Laser Designator item, added Targeting Module item&lt;br /&gt;
* Battle Rifles +5 crit chance&lt;br /&gt;
* Scouts can no longer use sniper rifles&lt;br /&gt;
* Marksman&#039;s Rifles gain movelimited penalty and Snap Shot perk, so net effect is -10 aim when moving and firing.&lt;br /&gt;
* Increased flying creatures&#039; flight fuel; they were running out while on patrol (this didn&#039;t happen when patrols teleported) &lt;br /&gt;
&lt;br /&gt;
=== Beta 11 (June 22, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Added capability to include unique HUD icons for new weapons. For now, we&#039;re using squashed/extended versions of regular icons but will be adding fresh icons in the future. &lt;br /&gt;
* New look for soldier character card in barracks - Unique Kestrel, Aurora, Tac, Phalanx and Corsair Armor Inventory images, and Alien Trophy image - Easier access to your psi abilities in barracks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don&#039;t send covert operatives on missions.)&lt;br /&gt;
* Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)&lt;br /&gt;
* Fixed: Completing excavation will stop Geoscape again.&lt;br /&gt;
* Fixed: Head Shot (renamed Precision Shot) should work now. We&#039;ve also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.&lt;br /&gt;
* Fixed: Sawed-off shotgun should reaction fire against aliens consistently&lt;br /&gt;
* Fixed: Interceptor stances should map correctly to buttons now&lt;br /&gt;
* Fixed: Adjusted the cyan glow for a few new items&lt;br /&gt;
* Fixed: RFA triggering multiple overwatches after every action&lt;br /&gt;
* Fixed: Sawed-off shotgun now only equippable by Infantry, Scout, Assault, Medic and Engineer&lt;br /&gt;
* Fixed: Aegis Armor inventory image has black background, rather than see-through&lt;br /&gt;
* Fixed: CTD after completion of soldier augmentation&lt;br /&gt;
* Fixed: Workshops providing massive rebates (looks like 1-x instead of x)&lt;br /&gt;
* Fixed incorrect engineering text about class-limited items&lt;br /&gt;
* Fixed: Fast build on certain (possibly aerospace) items not reducing time (at early engineers -- it works when cheating in 10k engineers)&lt;br /&gt;
* Fixed removed some duplicate heads&lt;br /&gt;
* Fixed again: Acid on a soldier with Shredder perk is still applying Shredded popup (and effect?) to that soldier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Returned hard range cap on pistols, standard shotguns, and Machine Pistols to visual range. Gave pistols and Machine Pistols -10 and -20 aim penalties, respectively. Shotgun long-range aim falloff penalties have been increased by 50%. Gunslinger now gives +10 aim bonus for sidearms instead of increasing effective range (and still provides +1 damage).&lt;br /&gt;
* All SMG-class weapons have 1 less ammo.&lt;br /&gt;
* Reduced Sawed-off shotgun damage by one.&lt;br /&gt;
* Increased some early game engineer requirements&lt;br /&gt;
* Increased mobility bonus from covert ops armor, lowered defense bonus&lt;br /&gt;
* Adjusted SHIV rebuild project requirements so more engineers / rush-building can help&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: &#039;&#039;IF YOU CONTINUE BETA 10 CAMPAIGN, SOME OF YOUR SOLDIERS MAY HAVE LOST THEIR HEAD BECAUSE OF A BUGFIX, WHICH COULD CAUSE CTDS. IF YOU HAVE INVISIBLE OR HEADLESS SOLDIERS, CHANGE THEIR CHARACTERISTICS IN THE BARRACKS SO THEY APPEAR. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beta 10 (June 21, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Before most missions you will receive some general information on the type of map you&#039;ll be on. This won&#039;t apply on council missions.&lt;br /&gt;
* Many new types and classes of weapons will be available, including a line of Marksman rifles (for scouts and snipers), machine pistols, submachineguns, battle rifles and LMGs. Scatter Blaster and Reflex Cannon will no longer be foundry projects but distinct weapons. MECs will have access to laser weapons, and SHIVs a new laser weapon. The Arc Rifle (with Disabling Shot perk) and a sawed*off shotgun (equippable in pistol slot) will also be available. These will use existing models, but they will be sized differently than other weapons of the same &amp;quot;look.&amp;quot; LMGs and Marksman&#039;s and Strike Rifles can shoot 5 tiles beyond visual range (M&amp;amp;S Rifles require Sniper&#039;s Squadsight and are only weapon that can react beyond visual range; LMGs grant squadsight to Gunner when equipped)&lt;br /&gt;
* Some aliens will occasionally have Extended or Squadsight range weapons.&lt;br /&gt;
* A more involved encumbrance system will now be in use. The net effect is that some powerful and large small items will impose larger movement penalties on soldiers, and you can gain mobility by taking no small item at all. In general, you will be trading off mobility, offense and defense when you equip items. Some extant items balanced against new standards.&lt;br /&gt;
* You may now set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives *15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the autohit consumable when defensive.&lt;br /&gt;
* Added Ready for Anything (overwatch after firing if you didn&#039;t move) and Paramedic (free action to use medikit once per turn) perks&lt;br /&gt;
* You now receive feedback on panic rolls and help from Steadfast perk&lt;br /&gt;
* You now can see who is on overwatch (eye) and who has steadied weapon (small yellow ring)&lt;br /&gt;
* Added a bunch of soldier heads&lt;br /&gt;
* Exposed Red Fog penalties to DGC.ini for player modding&lt;br /&gt;
* New Items: Reinforced Armor, Chameleon Suit, MEC Battle Computer, Fuel Cell, and a little number we call &amp;quot;The Thumper.&amp;quot; Deprecated SHIV Targeting Computer.&lt;br /&gt;
* Keybinds Alt*1 through Alt*8 select individual soldiers&lt;br /&gt;
* Made some changes to weapon ranges. Shotguns, pistols and machine pistols now capped at 2/3 visual range. (Gunslinger now provides +1 pistol damage and pushes most sidearms to visual range). Jaeger and Pathfinder can have Squadsight at Master Sergeant, allowing shots for 5*7 tiles beyond visual range.&lt;br /&gt;
* Overhaul of engineering capabilities. Workshops and WS adjacencies now provide cash discounts and rebates on alloys and elerium, via a diminishing return function approaching 50%. Engineers no longer provided by building workshops. Engineers now reduce build times. There are no engineer minimums to build items; instead, having too few relative to the item requirement significantly increases the time to build. Engineer minimums for additional workshops increased, and for radars they are still in place.&lt;br /&gt;
* Reworked starting stats to reduce some extremes and SW options affecting stats &lt;br /&gt;
* New Foundry Project: Wingtip Sparrowhawks, a secondary weapon system that is applied immediately to all interceptors and fires alongside your primary weapon. They have all Stingray stats except they do half damage relative to Stingrays.&lt;br /&gt;
* Alien HP bars now show up to 60 hit points. This should cover almost every alien. Almost.&lt;br /&gt;
* &amp;quot;Cinematic Mode&amp;quot; Second Wave option (replaces High Stakes)&lt;br /&gt;
** All soldiers, SHIVs and interceptors get +15 to hit in all cases. This bonus can be adjusted by an ini change.&lt;br /&gt;
* Adding new inventory images as received from contributors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: You can now shoot down the Overseer instead of just blowing it up&lt;br /&gt;
* Fixed: Ghost Grenade, Psi Shield, Neural Gunlink will now be equippable by psis&lt;br /&gt;
* Fixed: Laser and Pulse carbine strat game texts&lt;br /&gt;
* Fixed: Borked Phalanx/Carapace and other decos&lt;br /&gt;
* Attempted fix: Altitude strings being buggy; shortened to NOE (old Low), Low (old High) and High (old Very High/Suborbital)&lt;br /&gt;
* Attempted fix: Intact UFO Power Supplies blowing up after a turn&lt;br /&gt;
* Fixed: Acidized rocketeer fires shredder rocket and gets shredded effect&lt;br /&gt;
* Fixed: You can&#039;t sell &amp;quot;rebuild SHIV&amp;quot; projects in the Gray Market&lt;br /&gt;
* Fixed: Bugged settings for alien upgrades; they should scale properly with difficulty now&lt;br /&gt;
* Attempted Fix: Rapid Fire does not work on Carbine weapons&lt;br /&gt;
* Attempted Fix: Certain items applying Alien Grenade charges&lt;br /&gt;
* Attempted Fix: Ammo Conservation failing sporadically with soldiers&lt;br /&gt;
* Fixed: Seekers re*strangling targets when they should be running away.&lt;br /&gt;
* Fixed: Seeker AI also trying to cloak repeatedly when in range of battlescanner. Reported CTDs possibly related to this (or vanilla bug)&lt;br /&gt;
* Fixed: Suppression bugfixes leaving space formerly occupied by suppressor closed off and interfering with sightlines&lt;br /&gt;
* Fixed: Should be able to equip advanced MEC weapons now&lt;br /&gt;
* Fixed: Soldiers should properly load saved loadouts during alien base assault&lt;br /&gt;
* Attempted fix: Satellites being randomly shot down with no visible hunt mission at end of month&lt;br /&gt;
* Attempted fix: Implemented updated pod randomization code to eliminate bad spawns and mix up the altitude an alien will appear at on multi*level maps&lt;br /&gt;
* Fixed: SCOPE upgrade bonus not appearing for SCOPES in crit line items (but is appearing for laser sights)&lt;br /&gt;
* Fixed: Rush*building a Foundry project initially displays the wrong (unrushed) time in the upcoming events list.&lt;br /&gt;
* Fixed: Rush*building a facility is confusing. In the upcoming events list, it displays the full time required to build, which then decrements twice as fast. In the facilities UI, it is displayed correctly.&lt;br /&gt;
* Fixed: Proportional meld on rush build projects not working&lt;br /&gt;
* Fixed: &amp;quot;Click to remove&amp;quot; option in gene lab (after picking a gene mod, and then trying to remove it) doesn&#039;t remove the gene mod from your queue&lt;br /&gt;
* Fixed: Covert operative loadout doesn&#039;t report hp bonuses from covert ops armor/plating items&lt;br /&gt;
* Fixed: You sometimes have a &amp;quot;build the arc thrower&amp;quot; objective after building an arc thrower&lt;br /&gt;
* Fixed: Removed Neural Damping from aliens (was causing lockups)&lt;br /&gt;
* Fixed: Animations firing at odd times when using certain carbines&lt;br /&gt;
* Fixed: Psi soldiers can no longer select neural damping&lt;br /&gt;
* Fixed: Too much psi training success&lt;br /&gt;
* Fixed: Removed ability to build alien grenades after they are made infinite&lt;br /&gt;
* Fixed: Panic bars for terror alerts and exalt propaganda should work correctly now&lt;br /&gt;
* Fixed: All new campaigns will automatically reset the map cycler, so there should be no more need to do this on your own&lt;br /&gt;
* Fixed: Bombardier and Grenadier perks will now properly increase range for MEC long*range weapons&lt;br /&gt;
* Fixed: Random stats on level up SW option was giving WAY TOO MUCH STATAGE, now fixed&lt;br /&gt;
* Fixed: Some work on malfunctioning psi*related AI that should make sectoids take flanking shots way more often&lt;br /&gt;
* Fixed: CTD on using Flush on a brainsucking seeker&lt;br /&gt;
* Fixed: Soldier mind*merge / heal issue&lt;br /&gt;
* Fixed: Vanilla*rooted exploit that gave you unlimited rocket launcher range&lt;br /&gt;
* Fixed: More work on psi*related AI so they are smart about when to shoot&lt;br /&gt;
* Fixed: Removed too*buggy launch ability from seraphim armor, and improved SA&#039;s mobility &amp;amp; defense stat instead&lt;br /&gt;
* Fixed: Disabling Shot can no longer cause critical hits&lt;br /&gt;
* Fixed: Mayhem bonus damage now applies to Head Shots&lt;br /&gt;
* Fixed: Repairing SHIVs with an Arc Thrower will now remove Red Fog penalties&lt;br /&gt;
* Fixed: Upsized aliens will remain upsized upon reloading tactical save games&lt;br /&gt;
* Fixed: VANILLA bug in which ITZ didn&#039;t trigger if kill was caused by bonus shredder or HEAT damage&lt;br /&gt;
* Fixed: VANILLA bug in which the Aim interceptor module DID NOTHING HELP YOU AT ALL. SERIOUSLY. THIS HAS NEVER WORKED.&lt;br /&gt;
* Fixed: Bug in which unequip all button gave SHIVs an assault rifle&lt;br /&gt;
* Fixed: Too*large MEC armor inventory images&lt;br /&gt;
* Lame Fix: Updated XCOM database text to explain that all construction and research stops during combat missions, as all personnel are busy providing mission support &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spaced out early Drone DR upgrades&lt;br /&gt;
* Spaced out EXALT trooper upgrades&lt;br /&gt;
* Scaled back pace of difficulty increase of Exalt missions&lt;br /&gt;
* Sniper Rifles and Marksman Rifles will have much greater aim falloff at close ranges&lt;br /&gt;
* Adjusted several perk trees&lt;br /&gt;
* Ignored UFOs raise panic by 2 (just like damaged ones), so there&#039;s no reason to game the system by quick*intercepting/retreating UFOs&lt;br /&gt;
* Adjusted panic rolling so the chances of catastrophic panic outcomes are lower, but panic remains a problem for longer in the campaign. You will now get some onscreen feedback about your panic rolls.&lt;br /&gt;
* HEAT Ammo perk now only applies to your primary weapon.&lt;br /&gt;
* Using training roulette means you no longer get stat bonuses from specific perk selections&lt;br /&gt;
* Eliminated multi*country Exalt clues, meaning it&#039;s gonna take awhile to find their base&lt;br /&gt;
* Lock N&#039; Load now grants +1 ammo in all cases, and if you take it as a perk ability, using reload as your first action does not end your turn&lt;br /&gt;
* Adjusted Diminishing Returns SW option to be compatible with LW&lt;br /&gt;
* Red Fog aim penalty capped at *40 instead of *50.&lt;br /&gt;
* NSLW: Increased threshold for XCOM HQ Assault to occur&lt;br /&gt;
* Captured plasma weapons may no longer be used directly by XCOM; instead they are necessary for XCOM to construct their own plasma weapons of any type&lt;br /&gt;
* Significant increases in many mid/late game research times and engineer requirements&lt;br /&gt;
* Foundry buildable at start&lt;br /&gt;
* New foundry project to unlock air consumables, available at alien materials. UFO Tracking (Boost) unlocked with project; Aim and Dodge unlocked with project and prior techs. Some changes to costs of all consumables.&lt;br /&gt;
* EMP Cannon effectiveness at causing artifacts to survive a crash reduced to keep late*game economy from getting out of control.&lt;br /&gt;
* Increased engineer and scientist minimums to build more workshops and labs&lt;br /&gt;
* Reworked some council item requests to grant more engineers&lt;br /&gt;
* Rookies will equip alien grenades instead of HE grenades once you finish the alien grenades foundry project (when they randomly roll up that kind of grenade)&lt;br /&gt;
* Significant rebalancing of Not*So*Long*War SW option so the economy scales properly with reduced mission density; removed most time*related settings impacted by NSLW&lt;br /&gt;
* Improved Ethereal Psi Drain ability&lt;br /&gt;
* Abduction cash reward now scales a little with mission difficulty&lt;br /&gt;
* Removed short*range interceptor weapon quality entirely from the game; all interceptor weapons will now fire from the same (long) range. Balanced several weapon values and alien UFO upgrades in light of this increased capability for certain weapons.&lt;br /&gt;
* Interceptor experience now provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit)&lt;br /&gt;
* Genemods now have variable timeouts that scale with their utility; Amount of extra timeouts for genemods and psi powers now described in perk texts (current +12 for all psi powers, +3 to +12 for genemods)&lt;br /&gt;
* Added condition that will force alien assault on XCOM HQ late in the game if you haven&#039;t had one yet.&lt;br /&gt;
* Smart Macrophages genemod now also confers complete immunity to poison and acid&lt;br /&gt;
* Repair Servos perk made more interesting, now heals up to half your HP at rate of 2 per turn (total healable amount goes down as you take more damage)&lt;br /&gt;
* In The Zone confers a cumulative critical hit % penalty after each successive shot&lt;br /&gt;
* Lotsa little stuff&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
===Beta 9 (May 10, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Some campaigns still lock up on start because of armor deco settings for reasons I can&#039;t fathom. Going forward, armor deco will be set to default (*1) to avoid this, but can be changed by players in DefaultGameCore.ini.&lt;br /&gt;
* Fixed: CTD Bug when alien regenerates when offscreen&lt;br /&gt;
* Fixed: Carbines now have armorkits, meaning you won&#039;t lose armor decos when equipping carbines&lt;br /&gt;
* Fixed: North America will supply proper number of scientists with 3 countries on Normal and Classic&lt;br /&gt;
* Fixed: Phoenix Coilgun unlocked by Gauss Weapons again (erroneously put under Advanced Gauss in B7/B&lt;br /&gt;
* Attempted fix: Changed text string &amp;quot;Suborbital&amp;quot; to &amp;quot;Very High&amp;quot; to address missing altitude text strings on hunts&lt;br /&gt;
* Attempted fix: Swapping weapons after activating run n gun initializes the regular set of ability options&lt;br /&gt;
* Fixed: CTD when finishing Tactical Rigging project&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Larger pods will now be distributed over a wider area when spawned&lt;br /&gt;
* Adjusted starting cash&lt;br /&gt;
** Can now set starting cash bonus as specific to starting continent ... South America and Africa get a large relative boost; Asia a small one, Europe stays the same and North America a small reduction&lt;br /&gt;
* Rewrote mechanism that generates satellite hunts from scout missions; now damaging a scout and/or native country defense (the shield thingey) reduce chances of a hunt, while alien research increases it. This does not change whether a hunt is successful, or the direct generation of hunt missions without scout missions that can occur. Also slightly reduced conditions under which a destroyer will spawn on a hunt and increased conditions under which you&#039;ll get a fighter instead&lt;br /&gt;
* Swapped the effects/themes of pulse and beam lasers on the tech tree, with beam lasers doing less damage and pulse more. The aim*bonus*beam laser is available early (with lower overall damage), and the crit*bonus*pulse laser late (with higher overall damage), possibly making them more interesting alternatives to plasma.&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex*edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
===Beta 8 (May 8, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: CTDs on map selection for Fighter, Raider, Terror Ship and Assault Carrier UFOs.&lt;br /&gt;
* Fixed: Various typos&lt;br /&gt;
* Fixed: Psionic Alien AI should now weigh its situation differently and use psi powers in a more measured and dangerous way, rather than spamming&lt;br /&gt;
* Fixed: CTD when killing a mindmerger*sectoid&lt;br /&gt;
* Fixed: Randomized subclass selection option sometimes picking from the pair of subclasses you don&#039;t want&lt;br /&gt;
* Fixed: Regeneration always fully healing aliens; now it should just heal the proper amount&lt;br /&gt;
* Attempted fix: Some animation hangs when seekers try to stealth near a stealth*denying unit&lt;br /&gt;
* Fixed: On NSLW various projects that require an item to complete will no longer drop 1*item requirements (so rebuild SHIV projects will now properly require 1 SHIV chassis)&lt;br /&gt;
* Attempted Fix: Gave outsiders some movement related settings so they can jump off a UFO roof if necessary&lt;br /&gt;
* Damage when poisoned will now say &amp;quot;ACID&amp;quot; so it makes more sense when a robot takes this kind of damage&lt;br /&gt;
* Fixed: Panicking suppressor will now move to cover before hunkering down&lt;br /&gt;
* Fixed: Unlimited moves bug when swapping to pistol&lt;br /&gt;
* Fixed: Exploit in which swapping weapons transferred some bonuses that shouldn&#039;t be transferring&lt;br /&gt;
* Attempted Fix: Removed Vanilla EU Tutorial map from rotation to attempt to address Mid*mission CTDs&lt;br /&gt;
* Fixed: New Economy&lt;br /&gt;
* Attempted Fix: pawn weirdness in mission setup&lt;br /&gt;
* Attempted Fix: Removed a set of conditions that could generate a hunt mission in an attempt to address satellites randomly blowing up.&lt;br /&gt;
* Fixed: Hitting alt*O during a dash lets dashing soldier go into overwatch. You may now only hit alt*O and get results when the active unit isn&#039;t doing anything, and it will only apply to other units with moves left and aren&#039;t doing anything.&lt;br /&gt;
* Fix try 2: Dead officer billets not cycling back to availability after a few missions&lt;br /&gt;
* Fixed: Alien flags visible in fog of war&lt;br /&gt;
* Sorta fixed: Battlescanner showing poisoned if thrown through poison cloud (Attempting to address). Should now show &amp;quot;immune&amp;quot;&lt;br /&gt;
* Fixed: Put in LR adjustment code that was noted in Beta 7 (code was using Beta 6 version of Lightning Reflexes)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien Trophies and Mind Shield now grant &amp;quot;Steadfast&amp;quot; perk. Alien Trophies no longer provide will bonus; MS will bonus reduced to 25 from 30.&lt;br /&gt;
* New explosives damage falloff code will use a different calculation for how much damage at a given location. Net effect should be more damage near the center of an explosion. Lowered AOE of AP grenade so it&#039;s equal with HE; reduced base throw range of all alien grenades, so they max at visual range with grenadier+bombardier. Returned rocket launcher damage to Beta 6 levels.&lt;br /&gt;
* Acid (Poison) damage will be assessed no longer every turn; instead, it will ONLY be assessed when you take any action other than hunker down (head down for civilians). Skipping your turn and doing nothing will also prevent this damage. Alien AI trained to know this, as well.&lt;br /&gt;
&lt;br /&gt;
===Beta 7 (May 4, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You will now see chief soldier stats (Health, Mobility, Will, Aim, Defense) in most soldier lists&lt;br /&gt;
* Alien spawns will now be randomized on maps (thanks WGhost). Added a few maps back into various rotations.&lt;br /&gt;
* Significant overhaul of Grenade, Poison spit and Rocket launcher mechanics. New calculation method for rocket scatter, and a number of abilities (suppression, disorientation, poisoned, mindfrayed) apply penalties to range (for grenades, spit, Exalt rocket launchers) or accuracy (for XCom rocket launchers).&lt;br /&gt;
* You may now set rookie headgear in DGC.ini&lt;br /&gt;
* Included a list of candidate colors &amp;amp; decos in a text file for use in changing ini settings&lt;br /&gt;
* Gas Grenade is now a &amp;quot;chem grenade.&amp;quot; Against unprotected targets, it applies a mobility penalty plus damage for every action you take, but hunkering down or standing still reduces the damage. Against all targets who aren&#039;t poisonous themselves (including robots, but not Thin Men, Zombies or Chryssies), it also acts as acid, reducing non*cover based damage reduction and conferring an aim penalty. This effect also applies to Chyrssalid and Thin Man poison (which is basically the same stuff).&lt;br /&gt;
* Soldier supra*class (Tactical, Weapons, etc.) will now tilt toward the class you have the least of, with a 50/50 chance of being that class; otherwise it will be one of the other three. Added ini setting so you can adjust chance of getting least common class.&lt;br /&gt;
* Progeny now activated by default&lt;br /&gt;
* Temple Ship mission should be quite a bit more challenging now&lt;br /&gt;
* Added Super Skyranger foundry project, which gives +2 squad size on alien base and Exalt HQ assaults, and +4 on the Temple Ship (max of 12, even if you mod the game to give a higher base)&lt;br /&gt;
* Surviving Blueshirts from base defense missions join XCOM as PFCs&lt;br /&gt;
* Deceased Blueshirts from base defense missions are honored on the memorial wall&lt;br /&gt;
* Added Alien Nucleonics foundry project to increase elerium extracted from UFO power sources&lt;br /&gt;
* Added Improved Salvage Techniques foundry project that increases Weapon Fragments from missions by 25%&lt;br /&gt;
* Added Fast Mover perk that functions as a half*power sprinter (but can be stacked with sprinter). This will generally be attached to items.&lt;br /&gt;
* UFO alerts now include an altitude indicator, providing a clue of the UFO&#039;s mission (and whether it will land)&lt;br /&gt;
* Landed UFOs will now infrequently be ambushes, with many, many extra troops than a normal landed UFO. This will become more likely if the aliens are suffering serious losses at the hands of XCOM.&lt;br /&gt;
* Rewrote critical hit code from scratch to fix vanilla issues with smoke grenade. Should mostly work the same, with following changes: Sharpshooter gives +10% crit in all cases. Executioner gives +10% crit when targeting a unit at 50% or less health. Foundry Scope upgrade gives +5% crit chance to laser sight. Squadsight*range shots face a severe crit penalty, but it isn&#039;t eliminated entirely.&lt;br /&gt;
* Four new primary weapons are available: Assault Carbine, Gauss Carbine, Pulse Carbine, Laser Carbine. They all get an aim bonus, crit penalty and do *1 damage relative to the equivalent rifle. They all (along with the plasma carbine) grant the &amp;quot;Fast Mover&amp;quot; perk.&lt;br /&gt;
* You may now use the F1*F7 keys in the Geoscape view to shift the camera to focus on your five interceptor bases, plus the north and south poles.&lt;br /&gt;
* Added a series of UFO class*specific UFO Analysis technologies that are unlocked by Alien Materials &amp;amp; a successful raid on a UFO of that class. It will provide +10% damage on all hits on UFOs of that class (as well as some guidance in the text about effective weapons against this particular UFO). They&#039;ll be quick research projects for the most part ** shorter than autopsies.&lt;br /&gt;
* Significant overhaul of seeker AI and capabilities.&lt;br /&gt;
* You can now build a skeleton key before orbiting a satellite over an occupied country.&lt;br /&gt;
* Aliens will now steadily introduce pod leaders with new capabilities, and higher*level leaders will grow more frequent in the late game and on alien base assaults.&lt;br /&gt;
* Aliens able to field monsters and other unique opponents on a few terror missions now.&lt;br /&gt;
* Exalt now has a true boss and some lieutenants.&lt;br /&gt;
* Damage popups now display Damage reduction effects (if any)&lt;br /&gt;
* Suppressing with an LMG*class weapon now temporarily grants Opportunist perk and bonuses if an suppressed target tries to move; removed Opportunist from Gunner tree&lt;br /&gt;
* Added New Combat Systems foundry project that unlocks some heavy* and assault* specific small items, such as Reaper Rounds, Alloy Bipod (with Alien Materials), Armor Piercing Ammo (with Alien Materials), Smartgun Kit (Gauss LMG also renamed Gauss Autorifle to avoid confusion) for Heavy and Breaching Ammo (with Alien Materials), Shredder Ammo With Alien Materials) and Impact Vest (with Mobile Power Armor) for Assault; Marksman&#039;s Scope, Illuminator Gunsight, and Laser Designator for Scout, and Chem Grenade (with Thin Man Autopsy) for everyone&lt;br /&gt;
* Added Walker Servos, an assault*only item granting Fast Mover perk, granted by Advanced Servomotors Foundry project&lt;br /&gt;
* Added Psi Warfare Systems Foundry project, necessary to unlock certain psi*only items that provide significant bonuses: Aurora Armor (with Improved Body Armor), Psi Grenade, Psi Screen (with Mectoid Autopsy), Neural Gunlink (with Alien Biocybernetics), Ghost Grenade (with Seeker Autopsy), Mind Shield (with Sectoid Commander Autopsy). Ghost Grenade is now Psi*only. Some Psi*only items temporarily draw down the soldier&#039;s will, while others raise it.&lt;br /&gt;
* Added Tactical Sensors MEC small item, conferring, you guessed it, Tactical Sense perk&lt;br /&gt;
* Added Shredder Ammo perk (reworked Shredder Rocket). Functions as before for Rocketeers; On other classes it adds shredder effect from hits from gun. Added to Gunner, Valkyrie and Jaeger trees.&lt;br /&gt;
* On Covert Ops Data recovery missions (not Capture and Hold), you may only bring a maximum of four soldiers. (Thanks to whoever suggested this!&lt;br /&gt;
* &amp;quot;ALT*O&amp;quot; key combo now puts all soldiers with moves remaining on overwatch (with no confirm, so be careful ** and remember snipers don&#039;t fire overwatch shots at squadsight ranges)&lt;br /&gt;
* Added ability to repair destroyed SHIVs via engineering projects. Adjusted SHIV build costs and reduced regular repair times.&lt;br /&gt;
* Explosive damage now scales downward from point of detonation (although it is still moderately randomized) to edge of area of effect. Adjusted some explosives stats to compensate.&lt;br /&gt;
* When leveling up rookies, you now have a third &amp;quot;random subclass&amp;quot; option if you want to go for something other than the pair presented.&lt;br /&gt;
* Added &amp;quot;Psychokinetic Strike&amp;quot; psi power that allows psi soldier to blow up cover&lt;br /&gt;
* MEC gear (except armor) will now appear in &amp;quot;vehicles&amp;quot; tab with SHIV gear instead in regular soldier gear tab. This allows us to combine a half*dozen small items to make them equippable by both MECs and SHIVs.&lt;br /&gt;
* Completion of rearming, refueling, repairing or transfer of an aircraft on a continent when a UFO is overhead will now pause the geoscape, allowing you to launch an interception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: Messed up decos on Phalanx, Carapace, Banshee and Corsair armor&lt;br /&gt;
* Fixed: Bug preventing sectoids from Mind*merging most of the time&lt;br /&gt;
* Fixed: Some interrogation texts, Experimental Warfare text, Chryssy autopsy text, Smart Macrophages description, Mec*1 and Mec*2 descriptions&lt;br /&gt;
* Fixed: Bug causing too much critical damage&lt;br /&gt;
* Fixed: Some behind*the*scenes bugs generating log warnings&lt;br /&gt;
* Fixed: Soldiers appearing on wrong plinth with expanded squads&lt;br /&gt;
* Fixed: SHIV items not displaying more detailed tactical text in engineering UI (when you hit the question mark)&lt;br /&gt;
* Fixed: Targeting Detail displays incorrect total crit % chance&lt;br /&gt;
* Fixed: Muton Elites showing up as Mectoid escorts&lt;br /&gt;
* Fixed: Some cases where tutorial*related code was triggering&lt;br /&gt;
* Fixed: Psi troopers should now be able to equip Mind Shield&lt;br /&gt;
* Fixed: Vanilla bug in which targeting a piece of cover granted perfect rocket accuracy&lt;br /&gt;
* Returned BattleScanner to default settings because we&#039;ve been getting a bunch of reports about bugs related to battlescanner but I really don&#039;t know if this will do anything&lt;br /&gt;
* Fixed: Bug in RestoreBackedUpInventory which wasn&#039;t restoring your first small item&lt;br /&gt;
* Fixed: Text bug misreporting possible Mindfray damage&lt;br /&gt;
* Fixed: So Others May Live text&lt;br /&gt;
* Fixed: Bug in NSLW code that granted too little elerium from Power Sources&lt;br /&gt;
* Fixed: Bugged code for Site Recon mission preventing chryssalids from showing up in sufficient numbers&lt;br /&gt;
* Fixed: CTD when volunteer tries to change equipment&lt;br /&gt;
* Fixed: Psi Grenade animation &amp;amp; displacement issues&lt;br /&gt;
* Fixed: Bad leader assignments of Sharpshooter perk&lt;br /&gt;
* Fixed: Text bug when you don&#039;t have OTS prereqs&lt;br /&gt;
* Fixed: Some bugs with perks when tearing down/rebuilding OTS and Foundry; you can no longer remove those buildings once built&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Distortion Field not giving bonus to psi who has the ability, even in cover. We can&#039;t change this, so this is no longer a bug but a feature.&lt;br /&gt;
* Fixed: Superheavy Plasma inventory image.&lt;br /&gt;
* Fixed: In the Zone perk should work now&lt;br /&gt;
* Fixed: Core Armoring SHIV item should display correct inventory image&lt;br /&gt;
* Fixed: Holo*Targeter text&lt;br /&gt;
* Fixed: Basic and Pulse weapons should display proper images in HUD&lt;br /&gt;
* Fixed: Reaper Rounds will now work with Alloy Cannon&lt;br /&gt;
* Fixed: Text reporting various plating items don&#039;t help covert operative&lt;br /&gt;
* Fixed: Muton Elite late game tertiary escort options&lt;br /&gt;
* Fixed: Aliens not regenerating when out of view&lt;br /&gt;
* Fixed: CTD when you lose your 21st country (meaning you&#039;ve retaken and lost several)&lt;br /&gt;
* Fixed: MECs sometimes showing up as eligible for Psi training, also added doublechecks to ensure officers and SHIVs aren&#039;t eligible&lt;br /&gt;
* Fixed: To Hit detail displays incorrect total %stun chance&lt;br /&gt;
* Attempted Fix: CTD when MEC panics&lt;br /&gt;
* Fixed: Some replacement soldier orders getting lost (when one is already queued up) VANILLA BUG, THANK YOU&lt;br /&gt;
* Attempted Fix of reports of MECs getting unearned wounds from first mission (set fatigued flag to false when MEC undergoes conversion)&lt;br /&gt;
* Attempted fix: Officer promotions not cycling back after soldier deaths in designed time frame&lt;br /&gt;
* Fixed: Red Fog display in target screen showing up as bonus instead of penalty&lt;br /&gt;
* Attempted fix: Nasty Vanilla suppression bugs when soldier becomes &amp;quot;unglued&amp;quot; from terrain&lt;br /&gt;
* Fixed: Outsider shard creates two distinct items in gray market (will no longer be available for sale)&lt;br /&gt;
* Fixed: Soldier can mind*merge with a battlescanner&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Updated psi*power text to better fit inability to use both mind*merge and psi inspiration on same soldier&lt;br /&gt;
* &amp;quot;Fixed&amp;quot;: Lowered Cyberdisc death blossom preference to almost nothing (the attack wasn&#039;t working right, so this deals with the bug by preventing them from using it)&lt;br /&gt;
* Fixed: Bad pod support alien call when rolling up an elite operative, could be causing black screens on mission start&lt;br /&gt;
* Fixed: Losing or dismissing an interceptor or Firestorm wasn&#039;t decrementing correct item&lt;br /&gt;
* Fixed: Int and FS Maintenance costs incorrectly calculated&lt;br /&gt;
* Fixed: CTD bug when overseer blows up (no longer reachable in any case)&lt;br /&gt;
* Fixed: Balanced to get additional HP on level up with random stat increase SW option&lt;br /&gt;
* Fixed: Reversed Plasma Carbine and Plasma Rifle item requests&lt;br /&gt;
* Fixed: Alien plasma Weapon crit chances were zeroed out instead of being equal to crit chances of comparable XCOM plasma weapons&lt;br /&gt;
* Fixed: Mectoids unable to reload after being hit with Disabling shot&lt;br /&gt;
* Fixed: Swapping weapons on damaged fighters sometimes resets repair time&lt;br /&gt;
* Fixed: Adjusted AI governing psi powers so ethereals should use psilance more&lt;br /&gt;
* Fixed: Vanilla bug preventing mouse control from rotating geospace&lt;br /&gt;
* Fixed: Set a check and a default Armor Deco value of *1, meaning the game should ignore the special code for altering initial decos and go with vanilla default; you can still set it manually (in case this is causing first*mission lockups)&lt;br /&gt;
* Partial Fix: Airborne AI units sometimes freeze ** seen a suppressed floater and an unsuppressed drone appear to do nothing (we think this was a vanilla bug)&lt;br /&gt;
* Workaround: Setting starting armor deco to 67 (kevlar deco 0 ... sleeveless with no elbow pads) causes lockup: Set it to *1 (or 0 in Beta 6)&lt;br /&gt;
* Fixed: Pilots reverting from Cmdr. to Col. after 10th kill.&lt;br /&gt;
* Fixed: Leaders were upgrading defense and not aim from aim stat&lt;br /&gt;
* Fixed (I think) Weird pawn appearance on plinth before mission, related to cybernetic augmentation. Newly modified soldier maintains some elements of prior deco until deco modified when MEC suit added.&lt;br /&gt;
* Fixed: Furies unable to level up for Psis&lt;br /&gt;
* Fixed: Bug in which canister meld was granted when you fled mission&lt;br /&gt;
* Attempted fix: Finishing Tactical Rigging would overwrite (and destroy) whatever items were in your second slot&lt;br /&gt;
* Fixed: Perks assigned to SHIV AutoSentry Turret and Adapative Tracking Pods corrected to what text says the should be doing&lt;br /&gt;
* Fixed: Buggy assignment of Fire Rocket to Engineer subclass&lt;br /&gt;
* Fixed: Removed Rapid Reaction from list of perks exposed to Training Roulette because it was still showing up on trees with Sentinel&lt;br /&gt;
* Fixed: Soldier jumping genemod perk animation sometimes missing. This fix may fix some other perk*related animation issues as well.&lt;br /&gt;
* Attempted Fix: Continent bonuses not being properly restored upon liberation of base (satellite sometimes providing it over country before base is liberated)&lt;br /&gt;
* Fixed: Banshee armor inventory image missing, incorrect depleted elerium rounds inv image&lt;br /&gt;
* Fixed: Missing mission*based PsiXP for Psi Shadow&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* UFOs that are to land on harvest and research missions will now head straight for their destination rather than fly around like a great big target, giving you less time to shoot them down. This means that you should see more landed small UFO missions (which have been too easy to miss because they are fairly easy to shoot down). In addition, larger UFOs on certain missions will fly in ways that give a clue to the nature of the mission and what&#039;s coming next.&lt;br /&gt;
* Hunter UFOs are now visible anywhere in the world, regardless of satellite or interceptor coverage. This gives you a mechanism to prevent undetected UFOs on hunts shooting down satellites as you launch them.&lt;br /&gt;
* Reduced array of conditions that will generate a Hunter UFO.&lt;br /&gt;
* Thin Man poison spit range reduced slightly; Suppression now reduces it by half, gave Thin Men access to perks that can increases its range&lt;br /&gt;
* Minor AI changes to sectoid and in a few other places&lt;br /&gt;
* Increased some perk bonuses when selecting on level*up. Taking Steadfast, for example, should give +5 will. Covering Fire will give better aim bonuses.&lt;br /&gt;
* Steadfast perk should now protect against chain panic&lt;br /&gt;
* Various grenade*throwing aliens no longer receive Bombard perk by default; instead it can show up as a leader or navigator perk.&lt;br /&gt;
* Significant rework of Interception Armor/Armor Piercing numbers. The intent (we&#039;ll see how it plays out) is to create smoother tiers of both weapons and ships&lt;br /&gt;
* Using a fatigued soldier on a mission deals 1 wound, not 2&lt;br /&gt;
* Scaled down some damage upgrades for various aliens&lt;br /&gt;
* Aliens take research hit when they lose a base&lt;br /&gt;
* Gray market will offer 20% item value instead of 50% for non*artifact item sales; workshop rebates significantly reduced; cash rebates will be capped at 25% of item value (instead of total value * 1). This is to prevent exploit of selling items for more than their manufacture cost.&lt;br /&gt;
* Reduced outsider accuracy on Normal difficulty&lt;br /&gt;
* Stretched out many alien upgrades so they will happen over longer timeframe (general easing of difficulty)&lt;br /&gt;
* Reworked UFO encounter table some, should impact alien resource*gathering and frequency of raiders/destroyers in particular&lt;br /&gt;
* Blueshirts no longer receive will and HP nerfs&lt;br /&gt;
* Little more meld; little less in NSLW&lt;br /&gt;
* Increased cyberdisc frequency&lt;br /&gt;
* General increase in engineer requirements for many items, with a particular increase for mid* to late*game items&lt;br /&gt;
* Adjusted council requests for weaponry&lt;br /&gt;
* Engineer receives *1 mobility upon first promotion. (Solution: Use a carbine)&lt;br /&gt;
* Gene mods made cheaper again; extra timeout per genemod reduced to 6 hours&lt;br /&gt;
* Slightly reduced alloy recovery on normal (which I&#039;d bumped in a prior Beta, but it&#039;s still more than other levels) and increased fragment recovery on all difficulties&lt;br /&gt;
* Adjustments to some research times&lt;br /&gt;
* Aliens marginally less likely to retreat, particularly in large pods that have taken losses&lt;br /&gt;
* Capped many council item request rewards at 2 scientists / engineers instead of 3&lt;br /&gt;
* Reduced Infantry and Goliath aim bonuses on level up slightly, increased Guardian aim bonuses slightly&lt;br /&gt;
* Adjustments to some soldier armor stats; added an early armor tech for greater granularity in developing upgrades. Phalanx Armor is reasonably accessible early on; Carapace and Kestrel moved to &amp;quot;Advanced Body Armor.&amp;quot;&lt;br /&gt;
* Chance of UFO blowing up versus crash*landing now scales with UFO size. Small UFOs slightly more likely to blow up; mediums the same as prior Betas; larger ones less likely. Overseer will never blow up, &#039;cause I think Insufferable Smartypants will blow a gasket when he finally kills an Overseer and it goes boom.&lt;br /&gt;
* MEC adjustments: Absorption Fields perk nerfed to cap at 40 percent damage reduction (vice 50), all MECs get +10 defense and 1 DR (2 DR if using One For All), and they get the Combined Arms perk, nullifying 1 point of enemy Cover DR; MEC*3 suit gets Tactical Sense perk automatically (see also new Tactical Sensors item for MEC*1 and MEC*2)&lt;br /&gt;
* Basic and Alloy SHIVs given +10 defense. (Hover SHIV gets +10 from new air evade bonus)&lt;br /&gt;
* Adjusted all MEC perk trees except Archer, removing Tactical Sense and Lock N&#039; Load&lt;br /&gt;
* Adjusted Rocketeer tree to put Javelin Rockets at Master Sergeant&lt;br /&gt;
* Significant rewrite of Exalt mission code; elites should appear in a timely fashion and difficulty will ramp up as time goes on. Did some sprucing up of Exalt HQ raid, too.&lt;br /&gt;
* Set minimum damage on Neural Feedback to 1 (if it did 0 damage, it would appear it did nothing sometimes)&lt;br /&gt;
* Kinetic Strike Module now does variable damage&lt;br /&gt;
* Flamethrower now causes a panic roll, not auto*panic&lt;br /&gt;
* Railgun and Particle Cannon now get 3 ammo before reload is required (instead of 2)&lt;br /&gt;
* Lightning Reflexes now provides a 90% reaction fire to*hit penalty on the first shot, and 70% penalty on 2nd and additional shots&lt;br /&gt;
* Alien Neurology no longer requires so many fragements, but some sectoid corpses instead&lt;br /&gt;
* All environmental damage somewhat randomized; aliens now apply damage bonus to environmental damage as well.&lt;br /&gt;
* Defeating the Exalt base grants 25 meld&lt;br /&gt;
* You may sell SHIV chassis (from destroyed or dismantled SHIVs) on the gray market&lt;br /&gt;
* Alien AI will have a lower threshhold of determining a target vulnerable, which should making them a bit more shooty&lt;br /&gt;
* Telekinetic Field psi perk improved to not apply bonuses to enemies within field&lt;br /&gt;
* Neural Feedback now has a chance to protect nearby friendlies from psi attack&lt;br /&gt;
* Removed smoke grenade from TR exposed perks, added Vital Point Targeting in its place&lt;br /&gt;
* Medics and Scouts may now use shotgun*class weapons. Scouts may now use Sniper Rifles. Scout tree adjusted for Snap Shot at Gunnery Sergeant (and some other balancing moves). Scout won&#039;t have access to squadsight. This is to see if scouts can work as an optional &amp;quot;designated marksman&amp;quot; role that differs a bit from snipers.&lt;br /&gt;
* Lowered mission*based Psi XP from non*contested power&lt;br /&gt;
&lt;br /&gt;
===Beta 6 (March 29, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aliens now employ a UFO to assault XCOM&#039;s base. Losing the base mission does not mean the end of the game, but instead inflicts heavy damage on your resources. The aliens can now assault XCOM&#039;s base multiple times.&lt;br /&gt;
*Added ability that lets you set soldiers&#039; initial armor deco and color via repurposed DefaultGameCore.ini entries, and one*time class*dependent color and headgear change upon promotion to specialist&lt;br /&gt;
* Added Alien Metallurgy Foundry project, which increases the alloys you recover from UFOs you shoot down&lt;br /&gt;
* Added small items: Alloy Belt for SHIVs (Alien Materials) and Alloy Hauberk for MECs (MEC Warfare) (provide bonus HP); Psi Grenade (enhanced Flashbang for Psi Troopers)&lt;br /&gt;
* Added some armor deco choices. Genemods will no longer be restricted to eight genemod*specific decos.&lt;br /&gt;
* You may now transfer damaged interceptors to other continents for repair.&lt;br /&gt;
* You may now rearm damaged interceptors, freeing up their weapon for other aircraft. Rearming an aircraft now takes 7 days for all weapons derived from alien techs; 12 hours for basic missile weapons.&lt;br /&gt;
* Interceptors and UFOs may now score (and suffer) from critical hits, in which a hit does double damage. Armor Piercing weapons increase the chance of critical hits, while armor (not hit points) reduces it. This may lead to interceptors being shot down more often.&lt;br /&gt;
* Using Steady Weapon ability now plays overwatch sound effect&lt;br /&gt;
* You may now sell captives directly on the gray market. The amount of money offered is low; the primary purpose for you to check your inventory of captives at any give time. (Thanks for the suggestion!&lt;br /&gt;
* Added a few of the larger abduction maps to the terror mission rotation&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kinetic Strike Module, Electropulse will correctly have multiple uses (instead of 1)&lt;br /&gt;
* Aliens can now shoot down your satellites again&lt;br /&gt;
* Rookies are properly made ineligible for MEC conversion (and other fixes to MEC conversion candidacy)&lt;br /&gt;
* Fixed: Incorrect prompts for level 4 psi to finish game by entering gallop chamber.&lt;br /&gt;
* Fixed: Possibility for negative meld collection from containers. Also adjusted meld reward amounts to be more granular.&lt;br /&gt;
* Added missing text for Sectoid Commander prisoner transfer&lt;br /&gt;
* Fixed potential CTDs on most UFO missions after alien research gets particularly high (Thanks Minoitos and Teemredd31 for the savegames! )&lt;br /&gt;
* Removed Combined Arms from showing up in Valkyrie perk tree and corrected with Packmaster&lt;br /&gt;
* Fixed: Aliens should use grenades again&lt;br /&gt;
* Fixed problem with Advanced Servomotors with workaround by creating new MEC small item that grants sprinter perk. Still applies general mobility bonus to all SHIVs.&lt;br /&gt;
* Reduced northernmost parts of UK and Germany slightly to see if that will reduce North Pole bug&lt;br /&gt;
* Fixed bug causing newly freed countries to be at max panic, should now be freed around 80 panic&lt;br /&gt;
* Fixed: You should no longer be able to access the vanilla MEC construction interface&lt;br /&gt;
* Attempted Fix: Using disabling shot on an alien in overwatch should no longer give the alien unlimited overwatch shots.&lt;br /&gt;
* Attempted Fix to CTD ** Suppressed sectoids will no longer try mind*merge&lt;br /&gt;
* Attempted Fix: Sending an interceptor after a landing UFO should abort interception after the UFO goes to ground&lt;br /&gt;
* Fixed: Prereqs for Alien Propulsion&lt;br /&gt;
* Fixed: Damage Control Pods should function now&lt;br /&gt;
* Fixed: Accidentally swapped SHIV Heal and Drone Capture requirements and tech tree position.&lt;br /&gt;
* Fixed: Alloy*Carbide Applique should show up as SHIV inventory item&lt;br /&gt;
* Fixed: Phoenix Cannon shows up under Gauss Weapons in line with posted tech tree (instead of Advanced Gauss Weapons)&lt;br /&gt;
* Fixed: Full list of unlocked foundry projects should appear when you complete a tech&lt;br /&gt;
* Fixed: Removed Suppression from candidate Training Roulette perks to avoid conflicts with class skills&lt;br /&gt;
* Fixed: Heavy Plasma tech now correctly requires Heavy Plasma items&lt;br /&gt;
* Reworked Rush build, adjusted some costs and bonuses (it should generally be better). Still one display bug, noted in Confirmed issues.&lt;br /&gt;
* Restorative Mist should show charges in equip UI now&lt;br /&gt;
* Set range of alien supply to keep things from getting out of hand (in either direction) and avoid weirdness of negative numbers&lt;br /&gt;
* Reduced size of largest big aliens to avoid graphical glitches&lt;br /&gt;
* Rewrote code that determines Exalt HQ assault forces&lt;br /&gt;
* Attempted to fix issues with multiple UFOs spawning simultaneously by randomizing their appearance time&lt;br /&gt;
* Psi icon will glow purple at level 1 sted 4&lt;br /&gt;
* Fixed: Psi Training time should show correctly in barracks listing&lt;br /&gt;
* Fixed: Hyperwave should show correct alien counts&lt;br /&gt;
* Fixed: Bug in BuildPod preventing second main alien from being added&lt;br /&gt;
* Fixed: MEC suits will be available for use again if their driver is killed&lt;br /&gt;
* Fixed: Code to send best pilots to Firestorms should work now&lt;br /&gt;
* Rewrote tech credit code from scratch to better apply techs to credits&lt;br /&gt;
* Returned MEC weapon env damage to default&lt;br /&gt;
* Attempted fix: Reinforcements during base mission should show up properly now&lt;br /&gt;
* Fixed: Equipping multiple units of MEC large items now grant bonus charges&lt;br /&gt;
* Fixed: Each dead civilian on terror missions should be +3 panic in country, +1 on continent, instead of +4/+1&lt;br /&gt;
* Fixed: You should properly get high mission XP from tough missions (such as terror missions) now, instead of zero&lt;br /&gt;
* Fixed: UFOs on certain types of missions will appear further away from their targets, giving you time to intercept them.&lt;br /&gt;
* Fatigued Soldiers defending against a base assault should no longer suffer exhaustion wounds, just more fatigue&lt;br /&gt;
* SHIVs may get called up for base assault defense&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Testing increased throw and scan range of battlescanner&lt;br /&gt;
* Mec*1 and Mec*2 get 1 extra small item slot&lt;br /&gt;
* Basic SHIV gets +1 hp and 1 extra small item slot&lt;br /&gt;
* Increased Meld recovered from canisters; when playing with Not*So*Long*War second wave option you should get A LOT more&lt;br /&gt;
* Reduced cost of some genemods&lt;br /&gt;
* Reduced timeout per genemod to 8 hours per&lt;br /&gt;
* Reduced cost of Alloy SHIV to $250 and Hover Shiv to $350, Increased Alloy SHIV engineer requirements and moved to Improved Body Armor as prereq&lt;br /&gt;
* Added Alien Materials as prereq for Alien Biocybernetics&lt;br /&gt;
* Significantly reduced chance to lose countries with max panic each month if you have a satellite there&lt;br /&gt;
* Reduced cyber&#039;s preference for death blossom&lt;br /&gt;
* Increased MEC trooper conversion time to 10 days&lt;br /&gt;
* It will take longer for aliens to begin accumulating significant &amp;quot;bonus&amp;quot; research; Also lowered somewhat multiplier determining when aliens level up on lower difficulties&lt;br /&gt;
* Tanks now get same defense bonus as XCom on lower difficulties&lt;br /&gt;
* Lowered build times but increased cost of mid*tier interceptor weapons&lt;br /&gt;
* Improvements and stronger upgrades for sectoid, thin man, outsider, Muton&lt;br /&gt;
* Rocketeer gets a more aim on level*ups, less hit points&lt;br /&gt;
* Spread out level*up will bonuses quite a bit more&lt;br /&gt;
* You now should generally have more time to engage UFOs on missions&lt;br /&gt;
* Cyberdisc Death Blossom should be more hurty now&lt;br /&gt;
* Increased panic chance when nearby soldiers panicking&lt;br /&gt;
* Aurora Armor now limited to Psis only&lt;br /&gt;
* Rework of HEAT and explosives damage code to provide more even bonuses&lt;br /&gt;
* Reduced base crit chance provided by gauss sniper rifle&lt;br /&gt;
* Reworked seeker AI&lt;br /&gt;
* Reduced some alien damage upgrades&lt;br /&gt;
* All MEC armors have +2 hit points&lt;br /&gt;
* Little more damage from EMP Cannon, little less expensive&lt;br /&gt;
* Significant reworks to Goliath (Damage*absorbing monster) and Guardian (not forced into medic path, best overwatch perks), with adjustments to most of the other MEC classes&lt;br /&gt;
* Mimic Beacon now psionic*only item and much cheaper&lt;br /&gt;
* Increased mectoid accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 5 (March 15, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Pilots (if you rename them) will now carry ranks commensurate with the number of kills they have achieved&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed: SHIV unloading Tread Deck after mission and equipping kevlar armor instead&lt;br /&gt;
* Fixed: Extra Conditioning should work with all armors now&lt;br /&gt;
* Fixed: Psis should no longer be locked out from all items&lt;br /&gt;
* Fixed: Tech report for Advanced Beam Lasers should display properly now&lt;br /&gt;
* Fixed: HEAT Ammo and Shredder Rocket text on damage bonuses&lt;br /&gt;
* Attempted Fix: CTD after alien grenades foundry project completed&lt;br /&gt;
* Fixed: CTD when Berserker uses Bullrush ability&lt;br /&gt;
* Attempted Fix: Hang when defeating second alien base&lt;br /&gt;
* Removed poorly performing terror maps (dam and fishing village) from terror mission rotation&lt;br /&gt;
* Attempted fixes to unimpressive enemy forces on Exalt missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some adjustments to alien encounter table, net effect will be slight easing of difficulty&lt;br /&gt;
* Adjusted when council missions may occur&lt;br /&gt;
 &lt;br /&gt;
===Beta 4 (March 13, 2014)===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebuilt to work with EW Patch 3 (March 10, 2014 patch)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Close and Personal renamed Close Encounters, because Hicks&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Terror Missions should properly scale up now&lt;br /&gt;
* Game no longer freezes when you finish Iron Skin or Smart Macrophages projects (there will be no cinematic for these)&lt;br /&gt;
* Removed nonfunctioning Squadsight from Jaeger tree and reworked tree a bit&lt;br /&gt;
* Fixed: Medikits (and possibly other items) provide charges in Slot 2 regardless of loadout&lt;br /&gt;
* Rewrote malfunctioning supra*class selection code to just randomly pick after the one of each of the first four classes have been awarded&lt;br /&gt;
* Code to prevent alien grenades from being sell*able in the gray market once they are infinite&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alien unit upgrades significantly slowed on lower difficulties.&lt;br /&gt;
* Alien Computers council request now for 2 instead of 5 units&lt;br /&gt;
* Alien Power Source council request now for 2 instead of 3 units&lt;br /&gt;
* Increased Sectoid Will gain over time&lt;br /&gt;
* Slight reduction in Pulse Laser, Xenopsionics, Xenogenetics and Alien Biocybernetics research time and resources required&lt;br /&gt;
* Slight increase in Advanced Aerospace Concepts research time&lt;br /&gt;
* Significant reduction in cost and maintenance requirements for psilabs&lt;br /&gt;
* Relative increase in drone pods after first few months&lt;br /&gt;
* Aliens will launch terror missions in a few more strategic situations&lt;br /&gt;
* HEAT Ammo, HEAT Warheads and Shredder Rockets made somewhat more effective&lt;br /&gt;
* Alien Grenades foundry project upgrades needle grenades by +2 damage&lt;br /&gt;
 &lt;br /&gt;
===Beta 3 (March 9, 2014)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Features:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Alt*F1 toggles HUD in tactical game&lt;br /&gt;
* Alt*F2 through Alt*F9 offers some new camera angles&lt;br /&gt;
* Grenadier now applies +1 greande to direct*damage grenades only&lt;br /&gt;
* Smoke and Mirrors now applies +1 grenade for all support grenades&lt;br /&gt;
* Lightning Reflexes now applies a severe aim penalty to all reaction/overwatch fire directed at the unit, rather than affording perfect defense against the first shot. This mean units activating LR can always be hit, but it should be pretty rare.&lt;br /&gt;
* When a unit is suppressed and breaks cover to run, the reaction shot now takes effect *after* the unit has left cover, making doing so more dangerous&lt;br /&gt;
* Fixed: Scatter Laser now properly becomes available with Advanced Pulse Lasers tech&lt;br /&gt;
* Attempted Fix: Covert Operative not fatiguing properly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Soldier deploys on cover on pier council mission.&lt;br /&gt;
* Bug in Assault perk tree (Close and Personal)&lt;br /&gt;
* Bug in Rocketeer perk*based stat upgrades (mobility)&lt;br /&gt;
* Training Roulette fixed&lt;br /&gt;
* A bunch of text fixes for items (including Phalanx and Aegis armors, also council item thank yous shouldn&#039;t overflow into reward line anymore)&lt;br /&gt;
* Certain MEC &amp;quot;items&amp;quot; that shouldn&#039;t appear in engineering won&#039;t appear in engineering&lt;br /&gt;
* Attempted fix: Installation fails when XCom isn&#039;t in primary Steam folder. Hex edit solution appended downforum.&lt;br /&gt;
* Probably fixed: Some users reporting rotating through a very small set of maps&lt;br /&gt;
* Fixed MEC Warfare Systems foundry project not initializing&lt;br /&gt;
* Fixed War Weariness.&lt;br /&gt;
* Fixed Results Driven.&lt;br /&gt;
* Fixed MEC equipping problems.&lt;br /&gt;
* Fixed bugged XP check for Psi level*ups.&lt;br /&gt;
* Fixed some problematic base assault code&lt;br /&gt;
* Fixed Xenopsionics not showing up in research archives&lt;br /&gt;
* Fixed SHIV Suppression and MEC Close Combat not appearing in Foundry list when tech tree says it should&lt;br /&gt;
* Fixed Sectoid corpse council item request (was requesting alloys for cash, should now request corpses for scientists).&lt;br /&gt;
* Fixed live Berserker and Muton requests&lt;br /&gt;
* Requests should now properly alert you that they include panic reduction as a reward&lt;br /&gt;
* CTD in genemod selection (occurs sporadically after several clicks on double*click of brain damping and maybe another mod)&lt;br /&gt;
* CTD when Exalt Heavy fires rocket; also issues with ranging&lt;br /&gt;
* Attempted fix to seeker staying stealthed indefinitely&lt;br /&gt;
* Attempted fix soldier not always leveling up when selecting Steadfast&lt;br /&gt;
* Attempted fix: Certain gear changes not being properly saved; Loadouts after missions should be saved; any changes made in barracks will overwrite saved loadout and generate new saved loadout&lt;br /&gt;
* Fixed: CTD in psi selection, and some other bad code&lt;br /&gt;
* Item cards should now display correct charge information (including perk info in equipping screen)&lt;br /&gt;
* Some inventory image fixes&lt;br /&gt;
* Fixed: Completing Armored Fighters project leaves fighters &amp;quot;injured&amp;quot; but not repairing&lt;br /&gt;
* Fixed: Game freezing when applying flush and panic*move effects on hunkered soldiers and aliens; hunker now provides immunity to any forced*moves&lt;br /&gt;
* Fixed: * Mind merge animation doesn&#039;t always disappear when sectoids get zapped&lt;br /&gt;
* Fixed some discrepancies in rush build code, not sure if was causing problems or not&lt;br /&gt;
* Attempted fix for mindmerge*Mectoid shield misbehavior&lt;br /&gt;
* Fixed bug that was providing wrong cash payouts for blowing up UFOs&lt;br /&gt;
* Attempted fix to Arc Thrower stun fails&lt;br /&gt;
* Fixed bug in which using keyboard to select soldiers allowed you to violate squad size limits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Balancing:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Made Phalanx Armor a little more expensive and removed defense bonus.&lt;br /&gt;
* Reduced initial Cyberdisc DR by 1.&lt;br /&gt;
* Reduced flashbang effect duration by 1/2 turn.&lt;br /&gt;
* Reduced Psi Training time&lt;br /&gt;
* Swapped Dense Smoke and Smoke and Mirrors on Engineer tree&lt;br /&gt;
* Reworked psi XP to avoid gamey opportunities to get more&lt;br /&gt;
* Rush*building any item costs a minimum of 1 meld&lt;br /&gt;
* Rush*building facilities costs 10 meld&lt;br /&gt;
* AP Grenade now ignores cover*based DR (and will do more damage)&lt;br /&gt;
* Blowing up UFOs entirely provides some alloy salvage&lt;br /&gt;
* Floaters now offer a little alloy salvage; Seekers now offer alloy and elerium salvage&lt;br /&gt;
* Aliens will be grow more annoyed at XCOM when they lose a big ship relative to losing a little ship&lt;br /&gt;
* Fighters and Destroyers a little better at initiating hunts&lt;br /&gt;
* NSLW: Officers have reduced requirement for missions in grade before being eligible for promotion to next officer level&lt;br /&gt;
* Gauss Sniper Rifle starts with one*round magazine&lt;br /&gt;
* Adjusted several level*up perks with bonus status to make them more enticing&lt;br /&gt;
* Slight increase in rocket accuracy&lt;br /&gt;
 &lt;br /&gt;
===Beta 2 (March 2, 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Fixes:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fixed bug in which soldiers never hit on normal difficulty.&lt;br /&gt;
* Fixed bug in World Diversity Code granting thousands of hit points.&lt;br /&gt;
* Fixed bug that was displaying AI debug code in objectives window.&lt;br /&gt;
 &lt;br /&gt;
===Beta 1 (March 2, 2014)===&lt;br /&gt;
&#039;&#039;&#039;First Beta v3.0 release.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Versions 2.12 and earlier are Long War for EU.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=64075</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=64075"/>
		<updated>2015-04-17T14:41:23Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* XCOM Interceptor Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Standard Missions==&lt;br /&gt;
&lt;br /&gt;
For standard missions with a landing zone, many additional landing zones have been added. &lt;br /&gt;
&lt;br /&gt;
When a mission appears in the situation room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
: &#039;&#039;Expiration timer: 8 hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by landing UFOs - the UFO will disappear and be replaced by an abduction site that you can respond to, even if you don&#039;t have that country covered and didn&#039;t detect the incoming UFO. Shooting down the UFO before it lands will, naturally, prevent the abduction being generated. Due to the different format, abductions will only affect one country at a time and you no longer have to choose. The reward for abductions is always credits. Skipping or failing an abduction mission will result in increased panic in the affected country (+25) and continent (+20 in all difficulties but normal).  Thwarting an abduction will decrease panic by 2 in the country saved. &lt;br /&gt;
&lt;br /&gt;
Alien Abductions are categorized by the number of alien pods present on the map: Light, Moderate, Heavy and Swarming.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
: &#039;&#039;Expiration timer: 36 hours.&#039;&#039;&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO&#039;s Elerium Generators exploding. Be forewarned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them. UFO crash sites are determined by a few factors, if a UFO is shot down at a high altitude, the chance for a UFO being destroyed outright is higher. The lower the altitude, the higher the chance of a crash site. In the off chance that a UFO is shot down from high orbit, there is a higher chance for valuable equipment to be destroyed when your troops arrive.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
: &#039;&#039;Expiration timer: 15 hours.&#039;&#039;&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; low-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact computers and generators. On the other hand, the landing UFO might generate an abduction instead, in which case you lose the salvage you&#039;d get from a crash site. Successfully assaulting a landed UFO will also stop the alien mission from being completed. Be warned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them.&lt;br /&gt;
&lt;br /&gt;
Note that in either Crashes or Landings, the CO pod of aliens will now rarely, if ever, be on the bridge (and for the Small Scout, it might be &#039;slightly outside&#039;). This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkreig to take it out.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
: &#039;&#039;Expiration timer: 24 hours.&#039;&#039;&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Unlike vanilla, every civilian lost will increase panic in the country (+2) and continent (+1). Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site. Failing or ignoring a terror mission will cause the targeted country to leave the project immediately, and will increase panic in the surrounding continent by 20. Be wary of things like Kaiju-sized chryssalid &amp;quot;queens&amp;quot;-- don&#039;t panic, it&#039;s just very big, and a lot of HP (and damage reduction up the wazoo). If you end up facing one of these types of super-sized aliens, just focus fire on it. If you have Psionics, Mind Fray and Psi Panic can slow it down, and MCing an alien near it may at least distract it for a turn, then lay into it with all the firepower you can bring to bear.&lt;br /&gt;
&lt;br /&gt;
====XCOM Base Defence====&lt;br /&gt;
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO-- typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]], but it may have &#039;backup&#039; from other craft-- which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are [[Foundry_(Long_War)|Foundry]] projects that make them slightly better: one that allows them to equip spare Laser Rifles (so, regular EXALT Elite stuns to fill your armory will help) and spare Phalanx Armors. The Lasers and their +7 aim and slightly better damage, and the small health boost from the armors will make them a little more useful in these fights.&lt;br /&gt;
&lt;br /&gt;
The format of the mission is similar to [[XCOM Base Defense (EU2012)|the vanilla version]]: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don&#039;t forget to count the enemies and your kills, so you don&#039;t move ahead to defend the access tunnels, just to get hit from behind by something.&lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defence.&lt;br /&gt;
&lt;br /&gt;
====XCOM Air Base Defence====&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations.  These missions will only be launched after your air game becomes significantly strong (a Firestorm is built).  It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual.  The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]].  This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Uplink is built, the Mission notice on the approaching UFO will say &amp;quot;Retaliation.&amp;quot; Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
: &#039;&#039;Expiration timer: 8 hours.&#039;&#039;&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Mission objectives have not been changed from vanilla XCOM Enemy Within.&lt;br /&gt;
&lt;br /&gt;
====Site Recon====&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence. &lt;br /&gt;
====Target Extraction====&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster.  Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
====Target Escort====&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
====Asset Recovery====&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
====Bomb Disposal====&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it, or... well, you know.&lt;br /&gt;
====Slingshot &amp;amp; Progeny====&lt;br /&gt;
All missions have additional free-roaming aliens and random airdrop spawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
: &#039;&#039;Expiration timer: 48 hours.&#039;&#039;&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a full squad and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
: &#039;&#039;Expiration timer: 48 hours.&#039;&#039;&lt;br /&gt;
In this mission type you are limited to only 4 soldiers and your covert operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your covert operative to the arrays, hack them and get out fast. Cash reward on completion.&lt;br /&gt;
&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final &amp;quot;discover&amp;quot; step on the EXALT base until you&#039;re ready to assault it to avoid this behaviour triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
Raiding the EXALT base will grant substantial resource rewards and several unique items. It will also decrease panic around the continent by 5.&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. Expect 4-5 large-numbered pods to appear in the first room alone. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens, and/or after buying both Squad upgrades and the Super Skyranger Foundry project for the added soldiers and firepower. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. &lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn&#039;t necessarily the best place to capture one like it is in vanilla.&lt;br /&gt;
&lt;br /&gt;
Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you&#039;re ready to assault it to avoid this behaviour triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.&lt;br /&gt;
&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
Also like vanilla, mostly the same, but also with the same difference: you may encounter mutliple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.&lt;br /&gt;
&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
It&#039;s been a lengthy journey, but the end of the Long War is in sight!&lt;br /&gt;
&lt;br /&gt;
The Temple Ship is near-identical to in vanilla: [[Storyline_Missions_%28EU2012%29#Temple_Ship_Assault|same enemy composition and positions]] as Enemy Within/Unknown, albeit with &#039;&#039;vastly&#039;&#039; increased health, stats, and gene mods (and size, for that extra player intimidation factor). You&#039;ll be able to bring up to 12 soldiers. Go in heavy, hit hard, and let nothing stand in your way. If you&#039;ve survived EXALT and an Alien Base or two, you should be fine. At the end of the brutal road, in the Ethereal Cathedral awaits the Uber Ethereal, Lord of the alien collective. On the easiest difficulty alone, he has 80 HP, and about 300 Will.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=64074</id>
		<title>Map Tables (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Map_Tables_(Long_War)&amp;diff=64074"/>
		<updated>2015-04-17T13:27:20Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Special Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full list of all maps used in Long War, the type of missions you may expect to engage on them as well as the general description category you will see in the mission briefing screen.&lt;br /&gt;
&lt;br /&gt;
=Urban Warfare=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Council Mission(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | EXALT Mission !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar]] || align=&amp;quot;center&amp;quot; | [[File:BAR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Bar (EU2012)|Bar Terror]] || align=&amp;quot;center&amp;quot; | [[File:BAR TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Boulevard (EU2012)|Boulevard Euro]] || align=&amp;quot;center&amp;quot; | [[File:BOULEVARD EURO (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CemeteryGrand (EU2012)|Cemetery Grand]] || align=&amp;quot;center&amp;quot; | [[File:CemeteryGrand.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Chryssalid Hive (EU2012)|Chryssalid Hive]] || align=&amp;quot;center&amp;quot; | [[File:Site Recon (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | Site Recon || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley EWI]] || align=&amp;quot;center&amp;quot; | [[File:Commercial_Alley_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Commercial Alley (EU2012)|Commercial Alley Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIALALLEY TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialRestaurant (EU2012)|Commercial Restaurant]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL RESTAURANT.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CommercialStreet (EU2012)|Commercial Street Terror]] || align=&amp;quot;center&amp;quot; | [[File:COMMERCIAL STREET TERROR.png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[CnfndLight (EU2012)|Confounding Light]] || align=&amp;quot;center&amp;quot; | [[File:CnfndLight.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store EWI]] || align=&amp;quot;center&amp;quot; | [[File:Convienience_Store_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ConvenienceStore (EU2012)|Convenience Store Terror]] || align=&amp;quot;center&amp;quot; | [[File:CONVENIENCE STORE TERROR (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Deluge Map (EU2012)|Deluge]] || align=&amp;quot;center&amp;quot; | [[File:Deluge (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Demolition EWI (EU2012)|Demolition EWI]] || align=&amp;quot;center&amp;quot; | [[File:Demolition_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[FastFood (EU2012)|Fast Food]] || align=&amp;quot;center&amp;quot; | [[File:FAST FOOD (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Fast Food EWI (EU2012)|Fast Food EWI]] || align=&amp;quot;center&amp;quot; | [[File:Fast_Food_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas_Station_EWI_(EU2012)|Gas Station EWI]] || align=&amp;quot;center&amp;quot; | [[File:Gas_Station_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway1 (EU2012)|Highway 1]] || align=&amp;quot;center&amp;quot; | [[File:Highway1.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayBridge (EU2012)|Highway Bridge]] || align=&amp;quot;center&amp;quot; | [[File:HighwayBridge.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayConstruction (EU2012)|Highway Construction]] || align=&amp;quot;center&amp;quot; | [[File:HIGHWAY CONSTRUCTION (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Highway Construction EWI (EU2012)|Highway Construction EWI]] || align=&amp;quot;center&amp;quot; | [[File:Highway_Construction_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[HighwayFallen (EU2012)|Highway Fallen]] || align=&amp;quot;center&amp;quot; | [[File:HighwayFallen.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Target Extraction || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Industrial Office (EU2012)|Industrial Office]] || align=&amp;quot;center&amp;quot; | [[File:INDUSTRIAL OFFICE (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | Covert Data Recovery ||align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LiquorStore (EU2012)|Liquor Store]] || align=&amp;quot;center&amp;quot; | [[File:LiquorStore.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Low Friends (EU2012)|Low Friends]] || align=&amp;quot;center&amp;quot; | [[File:LowFriends.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Slingshot Campaign || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Meld Tutorial Map (EU2012)|Meld Tutorial]] || align=&amp;quot;center&amp;quot; | [[File:Meld Tutorial (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MilitaryAmmo (EU2012)|Military Ammo]] || align=&amp;quot;center&amp;quot; | [[File:MilitaryAmmo.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper]] || align=&amp;quot;center&amp;quot; | [[File:OFFICE PAPER (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Office Paper EWI (EU2012)|Office Paper EWI]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[OfficePaper (EU2012)|Office Paper Terror]] || align=&amp;quot;center&amp;quot; | [[File:Office_Paper_Terror_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A]] || align=&amp;quot;center&amp;quot; | [[File:PIERA (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PierA (EU2012)|Pier A Asia]] || align=&amp;quot;center&amp;quot; | [[File:PIERA_ACT2(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pier A Terror (EU2012)|Pier A Terror]] || align=&amp;quot;center&amp;quot; | [[File:Pier A Terror (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Waterfront&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[PoliceStation (EU2012)|Police Station]] || align=&amp;quot;center&amp;quot; | [[File:PoliceStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Portent (EU2012)|Portent]] || align=&amp;quot;center&amp;quot; | [[File:Portent (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Progeny Campaign || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[ResearchOutpost (EU2012)|Research Outpost]] || align=&amp;quot;center&amp;quot; | [[File:ResearchOutpost.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery&amp;lt;br&amp;gt;Target Escort || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst2.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[RooftopsConst (EU2012)|Rooftops Const Asia]] || align=&amp;quot;center&amp;quot; | [[File:RooftopsConst.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SlaughterhouseA (EU2012)|Slaughterhouse A]] || align=&amp;quot;center&amp;quot; | [[File:SLAUGHTERHOUSE A (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallCemetery (EU2012)|Small Cemetery]] || align=&amp;quot;center&amp;quot; | [[File:SMALL CEMETERY (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Close Quarters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetHurricane (EU2012)|Street Hurricane Terror]] || align=&amp;quot;center&amp;quot; | [[File:STREET HURRICANE TERROR (EU2012).png|100px]] ||  align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[StreetOverpass (EU2012)|Street Overpass]] || align=&amp;quot;center&amp;quot; | [[File:StreetOverpass.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Street Overpass EWI (EU2012)|Street Overpass EWI]] || align=&amp;quot;center&amp;quot; | [[File:Street_Overpass_EWI_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Roadway&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TrainStation (EU2012)|Train Station]] || align=&amp;quot;center&amp;quot; | [[File:TrainStation.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Large Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Trainyard (EU2012)|Trainyard]] || align=&amp;quot;center&amp;quot; | [[File:Trainyard.png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Bomb Disposal || align=&amp;quot;center&amp;quot; | Covert Extraction || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop]] || align=&amp;quot;center&amp;quot; | [[File:TRUCKSTOP (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions&amp;lt;br&amp;gt;Terror Site || align=&amp;quot;center&amp;quot; | Asset Recovery || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Truckstop (EU2012)|Truckstop EWI]] || align=&amp;quot;center&amp;quot; | [[File:Truck Stop EWI (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Covert Data Recovery || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Status  !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Size !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | UFO Type(s) !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Area of Operations &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_Cliffside (EU2012)|Abductor Cliffside]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Cliffside.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_FarmOutskirts (EU2012)|Abductor Farm Outskirts]] || align=&amp;quot;center&amp;quot; | [[File:Abductor FarmOutskirts.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_ScorchedEarth (EU2012)|Abductor Scorched Earth]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Scorched Earth.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Abductor_WindingStream (EU2012)|Abductor Winding Stream]] || align=&amp;quot;center&amp;quot; | [[File:Abductor Winding Stream.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship01 (EU2012)|Battleship 01]] || align=&amp;quot;center&amp;quot; | [[File:Battleship.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier&amp;lt;br&amp;gt;Battleship || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Battleship02 (EU2012)|Battleship 02]] || align=&amp;quot;center&amp;quot; | [[File:Battleship1.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Assault Carrier || align=&amp;quot;center&amp;quot; | Alien Structure &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Furies Map (EU2012)|Furies]] || align=&amp;quot;center&amp;quot; | [[File:Furies (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Abductor&amp;lt;br&amp;gt;Harvester || align=&amp;quot;center&amp;quot; | Settlement&amp;lt;br&amp;gt;Progeny Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gangplank Map (EU2012)|Gangplank]] || align=&amp;quot;center&amp;quot; | [[File:Gangplank4.png|100px]] || align=&amp;quot;center&amp;quot; | Flying || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Battleship || align=&amp;quot;center&amp;quot; | Slingshot Campaign&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gangplank Map (EU2012)|Gangplank]] || align=&amp;quot;center&amp;quot; | [[File:Gangplank4.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Very Large || align=&amp;quot;center&amp;quot; | Battleship || align=&amp;quot;center&amp;quot; | Alien Structure&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Large_Scout_City_(EU2012)|Large Scout City]] || align=&amp;quot;center&amp;quot; | [[File:Large_Scout_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Creepy Forest.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Creepy Forest.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_DeepWoods (EU2012)|Large Scout Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_ForestTrench (EU2012)|Large Scout Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Hillside (EU2012)|Large Scout Hillside]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Hillside.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Hillside (EU2012)|Large Scout Hillside]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Hillside.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_Stonewall (EU2012)|Large Scout Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LargeScout_TheBarrens (EU2012)|Large Scout The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Large Scout The Barrens.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Raider || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Deep Woods.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Forest Trench.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_StoneWall (EU2012)|Overseer Stonewall]] || align=&amp;quot;center&amp;quot; | [[File:Overseer Stonewall.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]] || align=&amp;quot;center&amp;quot; | [[File:Overseer The Barrens.png|100px]]  || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Destroyer&amp;lt;br&amp;gt;Overseer || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Badlands (EU2012)|Small Scout Badlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Badlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Plains&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_DirtRoad (EU2012)|Small Scout Dirt Road]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Dirt Road.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Farm_(EU2012)|Small Scout Farm]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Farm_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Marshlands (EU2012)|Small Scout Marshlands]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Marshlands.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Nuked_City_(EU2012)|Small Scout Nuked City]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Nuked_City_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Urban Block&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_Quagmire (EU2012)|Small Scout Quagmire]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout Quagmire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_River (EU2012)|Small Scout River]] || align=&amp;quot;center&amp;quot; | [[File:Small ScoutRiver.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_River (EU2012)|Small Scout River]] || align=&amp;quot;center&amp;quot; | [[File:Small ScoutRiver.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout RiverValley.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]] || align=&amp;quot;center&amp;quot; | [[File:Small Scout RiverValley.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Scout || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Small_Scout_Roadhouse_(EU2012)|Small Scout Roadhouse]] || align=&amp;quot;center&amp;quot; | [[File:Small_Scout_Roadhouse_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Fighter&amp;lt;br&amp;gt;Scout || align=&amp;quot;center&amp;quot; | Settlement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_ForestGrove (EU2012)|Supply Ship Forest Grove]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip ForestGrove.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_OverlookA (EU2012)|Supply Ship Overlook A]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip OverlookA.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_RockyGorge (EU2012)|Supply Ship Rocky Gorge]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip RockyGorge.png|100px]] || align=&amp;quot;center&amp;quot; | Landed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Riparian&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[SupplyShip_Wildfire (EU2012)|Supply Ship Wildfire]] || align=&amp;quot;center&amp;quot; | [[File:SupplyShip Wildfire.png|100px]] || align=&amp;quot;center&amp;quot; | Crashed || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Terror Ship&amp;lt;br&amp;gt;Transport || align=&amp;quot;center&amp;quot; | Forest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Special Maps=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Map !! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Image !! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase01 (EU2012)|Alien Base 01]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase01.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[AlienBase02 (EU2012)|Alien Base 02]] || align=&amp;quot;center&amp;quot; | [[File:AlienBase02.png|100px]] || align=&amp;quot;center&amp;quot; | Alien Base Assault&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[EXALT HQ Assault (EU2012)|EXALT HQ]] || align=&amp;quot;center&amp;quot; | [[File:EXALT Base Raid (EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | EXALT Base Raid&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[TempleShip (EU2012)|Temple Ship]] || align=&amp;quot;center&amp;quot; | [[File:TempleShip.png|100px]] || align=&amp;quot;center&amp;quot; | Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Multiplayer (EU2012)|XCOM Hangar]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Multiplayer_4_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Air Base Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[XCOM HQ Assault (EU2012)|XCOM HQ]] || align=&amp;quot;center&amp;quot; | [[File:XCOM_HQ_Assault_2_(EU2012).png|100px]] || align=&amp;quot;center&amp;quot; | XCOM Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(Long_War)&amp;diff=64061</id>
		<title>Alien Artifacts (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(Long_War)&amp;diff=64061"/>
		<updated>2015-04-16T12:53:12Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Some artifacts that previously had no value are now used by the game as prerequisites for research projects or foundry projects, particularly Alien Stasis Tanks and Alien Surgeries. Within the Gray Market listings, the green text &amp;quot;This item has no research benefit, and can be sold freely&amp;quot; is still correct in that these items will never be a part of any research project, foundry project, or as a prerequisite for manufacturing any items. However, you may still get pending resource requests for some of these items from XCOM countries. As an example, Alien Entertainment can be requested by a country in exchange for panic reduction.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the changes are mostly to the Gray Market values for these resources. Acquisitions from Alien Base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consider the benefits of selling these resources for quick cash versus possibly fulfilling later country resource requests.&lt;br /&gt;
&lt;br /&gt;
Another notable difference is that alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons, including interceptor, SHIV, and MEC plasma weapons. Alien Rifles (from captured Mutons and Heavy Floaters) are used in the production of most plasma weapons (including the Plasma Rifle, Plasma Novagun, and interceptor Plasma Cannon). Alien Carbines (from Floaters, Outsiders, and Thin Men) are used in the production of the lighter XCOM soldier weapons such as the Plasma Carbine. Alien Heavy Weapons (from Muton Elites) are used in the production of the MEC and SHIV plasma weapons. Additionally, some of these alien weapons may be required in order to perform the associated plasma research in the first place.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
* Note that the &#039;&#039;&#039;Fusion Core&#039;&#039;&#039; and &#039;&#039;&#039;Outsider Shard&#039;&#039;&#039; are only needed to unlock their associated research - the unlocked research does not use up one of these artifacts.&lt;br /&gt;
* Enhanced Plasma requires a Plasma Dragon, which needs an &#039;&#039;&#039;Alien Heavy Weapon&#039;&#039;&#039; to make.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Artifact&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; | Research&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Total Needed&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; | Engineering&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File: Plasma Pistol Long War.png|128px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Pistol&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|Compact Plasma Weapons (2)&lt;br /&gt;
|Reflex Pistols (1)&lt;br /&gt;
|3&lt;br /&gt;
|Plasma Pistol (1) &amp;lt;br /&amp;gt;Plasma Mauler (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File: Plasma Carbine Long War.png|128px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Carbine&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|Plasma Weapons (5)&lt;br /&gt;
|Quenchguns (2)&lt;br /&gt;
|7&lt;br /&gt;
|Plasma Stormgun (1) &amp;lt;br /&amp;gt;Plasma Carbine (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File: Plasma Rifle Long War.png|128px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Rifle&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|Advanced Plasma Weapons (3)&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|Plasma Rifle (1) &amp;lt;br /&amp;gt;Plasma Novagun (1) &amp;lt;br /&amp;gt;Reflex Rifle (1) &amp;lt;br /&amp;gt;Reflex Cannon (1) &amp;lt;br /&amp;gt;Plasma Cannon (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File: Plasma Novagun Long War.png|128px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Heavy Weapon&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|Heavy Plasma Weapons (2)&lt;br /&gt;
|Enhanced Plasma (1)&lt;br /&gt;
|3&lt;br /&gt;
|Heavy Plasma Rifle (1) &amp;lt;br /&amp;gt;Plasma Sniper Rifle (1) &amp;lt;br /&amp;gt;Plasma Dragon (1) &amp;lt;br /&amp;gt;Particle Cannon (1) &amp;lt;br /&amp;gt;Superheavy Plasma (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sectoid 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sectoid Corpse&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|Xenobiology (5)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sectoid Autopsy (10)&amp;lt;br /&amp;gt;&lt;br /&gt;
Xenoneurology (10)&lt;br /&gt;
|Psi Warfare Systems (12)&lt;br /&gt;
|37&lt;br /&gt;
|Psi Grenade (1)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mimic Beacon (1)&amp;lt;br /&amp;gt;&lt;br /&gt;
Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sectoid Commander 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sectoid Commander Corpse&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|Sectoid Commander Autopsy (5)&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|Mind Shield (5)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Floater 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Floater Corpse&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|Floater Autopsy (10)&lt;br /&gt;
|Armored Fighters (25) &amp;lt;br /&amp;gt;Shaped Armor (30)&lt;br /&gt;
|65&lt;br /&gt;
|Aim Module (3)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Floater 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Heavy Floater Corpse&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|Heavy Floater Autopsy (5)&lt;br /&gt;
|Advanced Flight (5) &amp;lt;br /&amp;gt;Advanced Repair (4)&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Thin Man 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Thin Man Corpse&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|Thin Man Autopsy (10)&lt;br /&gt;
|Improved Medikit (20)&lt;br /&gt;
|30&lt;br /&gt;
|Chem Grenade (15)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Muton 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Muton Corpse&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|Muton Autopsy (10)&lt;br /&gt;
|Ammo Conservation (20)&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elite Muton 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Muton Elite Corpse&#039;&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|Muton Elite Autopsy (5)&lt;br /&gt;
|Tactical Rigging (20)&lt;br /&gt;
|25&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Berserker 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Berserker Corpse&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|Berserker Autopsy (5)&lt;br /&gt;
|MEC Close Combat (8)&lt;br /&gt;
|13&lt;br /&gt;
|Combat Stims (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cyberdisc 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cyberdisc Wreck&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|Cyberdisc Autopsy (3)&lt;br /&gt;
|Advanced Flight (5) &amp;lt;br /&amp;gt;Penetrator Weapons (3) &amp;lt;br /&amp;gt;Mechanized Unit Defenses (2)&lt;br /&gt;
|13&lt;br /&gt;
|Dodge Module (2)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ethereal 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ethereal Corpse&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|Ethereal Autopsy (3)&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chryssalid 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Chryssalid Carcass&#039;&#039;&#039;&lt;br /&gt;
|7&lt;br /&gt;
|Chryssalid Autopsy (5)&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|Chitin Plating (10)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sectopod 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sectopod Wreck&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|Sectopod Autopsy (3)&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|EMP Cannon (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drone 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Drone Wreck&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|Drone Autopsy (5)&lt;br /&gt;
|Advanced Flight (5) &amp;lt;br /&amp;gt;Drone Capture (50) &amp;lt;br /&amp;gt;Field Repairs (10) &amp;lt;br /&amp;gt;Improved Arc Thrower (10) &amp;lt;br /&amp;gt;Sentinel Drone (1)&lt;br /&gt;
|81&lt;br /&gt;
|Tracking Module (2)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Entertainment (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Entertainment&#039;&#039;&#039;&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Food (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Food&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Stasis Tank (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Stasis Tank&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|Advanced Surgery (12)&lt;br /&gt;
|12&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Flight Computer (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;UFO Flight Computer&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|Alien Computers (4)&lt;br /&gt;
|Improved Avionics (3) &amp;lt;br /&amp;gt;Penetrator Weapons (3) &amp;lt;br /&amp;gt;Sentinel Drone (1) &amp;lt;br /&amp;gt;Stealth Satellites (10) &amp;lt;br /&amp;gt;UFO Countermeasures (4) &amp;lt;br /&amp;gt;UFO Scanners (4) &amp;lt;br /&amp;gt;UFO Tracking (2)&lt;br /&gt;
|31&lt;br /&gt;
|Battle Computer (1) &amp;lt;br /&amp;gt;Blaster Launcher (2) &amp;lt;br /&amp;gt;Firestorm (8) &amp;lt;br /&amp;gt;Satellite Nexus (2) &amp;lt;br /&amp;gt;Tactical Sensors (1) &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Surgery (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Surgery&#039;&#039;&#039;&lt;br /&gt;
|45&lt;br /&gt;
| -&lt;br /&gt;
|Advanced Surgery (12)&lt;br /&gt;
|12&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Power Source (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;UFO Power Source&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|Alien Power Systems (6) &amp;lt;br /&amp;gt;Alien Propulsion (6)&lt;br /&gt;
|Elerium Afterburners (2) &amp;lt;br /&amp;gt;Phoenix Coilguns (2) &amp;lt;br /&amp;gt;Supercapacitors (6)&lt;br /&gt;
|22&lt;br /&gt;
|Elerium Generator (2) &amp;lt;br /&amp;gt;Firestorm (4) &amp;lt;br /&amp;gt;MEC-4 Dauntless (1) &amp;lt;br /&amp;gt;MEC-5 Devastator (1) &amp;lt;br /&amp;gt;MEC-6 Vanguard (1) &amp;lt;br /&amp;gt;MEC-7 Vindicator (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Entertainment (Damaged) (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Entertainment (Damaged)&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Food (Damaged) (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Food (Damaged)&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Stasis Tank (Damaged) (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Stasis Tank (Damaged)&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Flight Computer (Damaged) (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;UFO Flight Computer (Damaged)&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Surgery (Damaged) (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Surgery (Damaged)&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Power Source (Damaged) (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;UFO Power Source (Damaged)&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Core (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fusion Core&#039;&#039;&#039;&lt;br /&gt;
|200&lt;br /&gt;
|Fusion Weapons (1)&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Blaster Launcher (1) &amp;lt;br /&amp;gt;Fusion Lance (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mechtoid 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Mechtoid Core&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|Mechtoid Autopsy (3)&lt;br /&gt;
|Advanced Servomotors (8)&lt;br /&gt;
|11&lt;br /&gt;
|Psi Screen (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seeker 3 (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Seeker Wreck&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|Seeker Autopsy (5)&lt;br /&gt;
|UFO Countermeasures (4)&lt;br /&gt;
|9&lt;br /&gt;
|Shadow Device (15)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Outsider Shard (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Outsider Shard&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Alien Operations (1)&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|Skeleton Key (1)&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hyperwave Beacon (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Hyperwave Beacon&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Alien Communications (1)&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ethereal Device Research (EU2012).png|64px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ethereal Device&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
| Alien Command and Control (1)&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64058</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64058"/>
		<updated>2015-04-15T13:05:44Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Alien Interrogations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 80 || 50 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64057</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64057"/>
		<updated>2015-04-15T12:48:07Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Alien Autopsies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;SHIV Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 80 || 50 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64049</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64049"/>
		<updated>2015-04-14T17:44:44Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: correction: equipment named after artifacts, instead of research project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=64048</id>
		<title>Alien Deployment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&amp;diff=64048"/>
		<updated>2015-04-14T17:34:01Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
Similar to vanilla, aliens tend to deploy in tiers, with new aliens being unlocked as time progresses.  In addition, aliens will gain substantial bonuses from research, adding health, aim, DR and mobility increases in addition to new perks.  &lt;br /&gt;
Month One will be dominated by Sectoids and Drones, with Thin Men making appearances for Council missions.  &lt;br /&gt;
Month Two adds Floaters, Seekers and random pods of Thin Men to the mix, and is when Terror Missions featuring Chryssalids are first introduced.  Be warned, on higher difficulties Floaters and Thin Men show at the end of March.&lt;br /&gt;
&lt;br /&gt;
In May, 2016 EXALT come to the fray, as constant thorn in the side of Xcom, and will likely see the late introduction of Mutons.&lt;br /&gt;
Following Mutons are Cyberdiscs and Mechtoids, adding a substantial mech element to the mix.  Be sure to have HEAT weaponry available by the time these missions spawn, as mech DR is no laughing matter.  Berserkers, Muton Elites, and Heavy Floaters follow slowly, with Sectopods and Ethereals making appearances in the late, late game. &lt;br /&gt;
&lt;br /&gt;
Pod counts increase over time, though some rounds can contain as little as two dependent on alien resources. Pods can often be mixed, but typically always include some form of squad leader, a notably healthier member of the squad who may have a higher count of unique abilities.  In the later months pods can also include &amp;quot;bosses&amp;quot;, who are larger, can boast over twice as many hit points, and have a plethora of skills.  Expect Squad-Sight Thinmen, Giant Drones and Chryssalids, and many other towering terrors.  Bosses and squad leaders will also occasionaly come with scouting navigators in addition to the regular led pod.&lt;br /&gt;
&lt;br /&gt;
Another particular feature is the existince of a main pod, usually on UFOs and usually the one containing Outsiders. Once triggered all remaining pods will be alarmed and drawn to the location of the main pod. This main be a good way to set up ambushes as well as a sure way to experience a squad wipe if you are not ready for 3+ pods zoning in on your position.&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
&lt;br /&gt;
Aliens will consistently run harvest, research, and abduction missions wherever they like, but will focus air raids, terror missions and infiltration missions on geographical locations, swallowing whole continents before moving on to the next. Scout missions happen often, usually as a precursor to other missions, can be used to determine ideal locations for harvesting missions but will most often be used to locate your satellites so that a hunter may be sent in.  When starved for resources, the aliens will sometimes run &amp;quot;eco rounds&amp;quot;, sending lightly-manned ships out to gather resources while prepping the majority of their forces for a huge, rapid-deployment push, straining XCOM to its breaking point.  Even at high resources, they are limited to two terror missions per month - but those terror missions can be clumped together at the end of one month and the beginning of another, so be wary!&lt;br /&gt;
&lt;br /&gt;
If the aliens consider XCOM a large enough threat, they will begin to focus more effort on sabotage, and will likely initiate a base assault when they have the (substantial) resources required.  As of Beta 14, they may also attempt to cripple your interceptors by launching the new Air Base Assault mission.  This will only happen after the first Firestorm is built.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=64047</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=64047"/>
		<updated>2015-04-14T17:31:35Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* MEC exoskeletons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Armors_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;
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).&lt;br /&gt;
&lt;br /&gt;
Suits of armor now also provide new features, such as [[Damage Reduction (Long War)|damage reduction]] or granting specific perks.&lt;br /&gt;
&lt;br /&gt;
[[Damage Reduction (Long War)|Damage reduction]] indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.&lt;br /&gt;
&lt;br /&gt;
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and [[Damage Reduction (Long War)|damage reduction]], and still suffer reduced range on rockets and thrown devices.&lt;br /&gt;
&lt;br /&gt;
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.&lt;br /&gt;
&lt;br /&gt;
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there&#039;s a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Armor damage does cause the armor to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.&lt;br /&gt;
&lt;br /&gt;
==Soldier armor==&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;|{{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Perk granted (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:Chameleon Suit Long War.png|128px|link=Leather Jacket (Long War)|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Leather Jacket (Long War)|Leather Jacket]]&#039;&#039;&#039;||+5|| || || || ||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to covert operatives||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:Tac vest Long War.png|128px|link=Tac Vest (Long War)|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Vest (Long War)|Tac Vest]]&#039;&#039;&#039;||+3||+1|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||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:Tac Armor Long War.png|128px|link=Tac Armor (Long War)|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Armor (Long War)|Tac Armor]]&#039;&#039;&#039;||+1||+2|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||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:Phalanx armor Long War.png|128px|link=Phalanx Armor (Long War)|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Phalanx Armor (Long War)|Phalanx Armor]]&#039;&#039;&#039;||+2||+3|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||15||title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||8&amp;lt;br /&amp;gt;(12)|| ||0&amp;lt;br /&amp;gt;(2)|| ||7&amp;amp;#160;days&amp;lt;br /&amp;gt;(3.5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aurora Armor (Long War)|Aurora Armor]]&#039;&#039;&#039;||+2||+4|| ||+8||+10||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||25||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;125&amp;lt;br /&amp;gt;(187)&amp;lt;/span&amp;gt;||25&amp;lt;br /&amp;gt;(37)||25&amp;lt;br /&amp;gt;(37)||0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Kestrel Armor (Long War)|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Kestrel Armor (Long War)|Kestrel Armor]]&#039;&#039;&#039;||+3||+2|| ||+4|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||22||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;50&amp;lt;br /&amp;gt;(75)&amp;lt;/span&amp;gt;||8&amp;lt;br /&amp;gt;(12)|| ||0&amp;lt;br /&amp;gt;(3)|| ||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Carapace Armor (Long War)|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Carapace Armor (Long War)|Carapace Armor]]&#039;&#039;&#039;||+1||+5|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||25||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;80&amp;lt;br /&amp;gt;(120)&amp;lt;/span&amp;gt;||18&amp;lt;br /&amp;gt;(27)|| ||0&amp;lt;br /&amp;gt;(4)|| ||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|{{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Perk granted (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:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Banshee Armor (Long War)|Banshee Armor]]&#039;&#039;&#039;||+4||+3|| ||+12|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||40||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;140&amp;lt;br /&amp;gt;(210)&amp;lt;/span&amp;gt;||36&amp;lt;br /&amp;gt;(54)||16&amp;lt;br /&amp;gt;(24)||0&amp;lt;br /&amp;gt;(5)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Aegis Armor (Long War)|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aegis Armor (Long War)|Aegis Armor]]&#039;&#039;&#039;||+2||+7|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||35||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;140&amp;lt;br /&amp;gt;(210)&amp;lt;/span&amp;gt;||36&amp;lt;br /&amp;gt;(54)||12&amp;lt;br /&amp;gt;(18)||0&amp;lt;br /&amp;gt;(5)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Corsair Armor (Long War)|Corsair Armor]]&#039;&#039;&#039;||+3||+6|| ||+8|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||36&amp;lt;br /&amp;gt;(54)||0&amp;lt;br /&amp;gt;(9)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Titan Armor (Long War)|Titan Armor]]&#039;&#039;&#039;|| ||+12||0.5|| || ||2&amp;lt;br /&amp;gt;(3)|| {{ Damage Control (Long War) }} ||Negates the effects of fire&amp;lt;br /&amp;gt;Provides resistance to acid&amp;lt;br /&amp;gt;Prevents strangulation||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||30&amp;lt;br /&amp;gt;(45)||8&amp;lt;br /&amp;gt;(17)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Seraph Armor (Long War)|Seraph Armor]]&#039;&#039;&#039;||+3||+5|| ||+8|| ||2&amp;lt;br /&amp;gt;(3)|| ||Supports flight mode (6 fuel)||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||40&amp;lt;br /&amp;gt;(60)||70&amp;lt;br /&amp;gt;(105)||0&amp;lt;br /&amp;gt;(9)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Archangel Armor (Long War)|Archangel Armor]]&#039;&#039;&#039;||+1||+8||0.3|| || ||2&amp;lt;br /&amp;gt;(3)|| ||Negates the effects of fire&amp;lt;br /&amp;gt;Provides resistance to acid&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Supports flight mode (6 fuel)||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||75||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||40&amp;lt;br /&amp;gt;(60)||70&amp;lt;br /&amp;gt;(105)||0&amp;lt;br /&amp;gt;(9)||1 [[Titan Armor (Long War)|Titan Armor]]||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Shadow Armor (Long War)|Shadow Armor]]&#039;&#039;&#039;||+2||+4|| ||+16|| ||1&amp;lt;br /&amp;gt;(2)|| ||Includes grappling hook&amp;lt;br /&amp;gt;Supports ghost mode||[[Research (Long War)#Armor and Exoskeletons|Stealth Systems]]||90||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;500&amp;lt;br /&amp;gt;(750)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||70&amp;lt;br /&amp;gt;(105)||40&amp;lt;br /&amp;gt;(54)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Vortex Armor (Long War)|Vortex Armor]]&#039;&#039;&#039;||+2||+8|| || ||+20||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers&amp;lt;br /&amp;gt;Eliminates post-mission fatigue&amp;lt;br /&amp;gt;Can&#039;t become damaged||[[Research (Long War)#Armor and Exoskeletons|Mind and Machine]]||100||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;1000&amp;lt;br /&amp;gt;(1500)&amp;lt;/span&amp;gt;||80&amp;lt;br /&amp;gt;(120)||100&amp;lt;br /&amp;gt;(150)||0&amp;lt;br /&amp;gt;(27)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
&lt;br /&gt;
New in beta 15, Long War now provides multiple MEC suits with the more advanced suits featuring emphases on extra survivability or mobility. Some suits have either the Body Shield perk or the Jetboot Module perk built-in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||2||2||Poison/Fire ||25||Alien Biocybernetics||200||50||40||30||14|| - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||100||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||4||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||160||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||160||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||4||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&amp;diff=64046</id>
		<title>Gene Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&amp;diff=64046"/>
		<updated>2015-04-14T17:15:06Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Gene mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Mutare Ad Custodiam blue.png|left|180px|]]&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;
Gene mods work similarly to how they work in vanilla, though the set of available mods is different. Please note the following: &lt;br /&gt;
* Secondary heart does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* Neural Damping is unavailable to Psi-trained troops.&lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC. MEC troopers cannot get gene mods.&lt;br /&gt;
* Mimetic Skin (from EW) has been replaced by Iron Skin. Although, it is still available (even if slightly nerfed!) as a Scout perk (Concealment).&lt;br /&gt;
* Adrenal Neurosympathy grants +10 aim, +5 crit, +2 mob, and removes panic from all soldiers within LoS when triggered. The buff lasts for 2 turns.&lt;br /&gt;
* Firing a rocket always counts as a miss, activating the Hyper-Reactive Pupils bonus. However the aim bonus does not reduce rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Gene mods==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;98%&amp;quot;  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;28%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
!! width=&amp;quot;6%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
!! width=&amp;quot;8%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
!! width=&amp;quot;75%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
!! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Fatigue (hours)&lt;br /&gt;
!! width=&amp;quot;5%&amp;quot;  colspan=&amp;quot;3&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Credits Icon}} || {{Meld Icon}} || {{ Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|60px|left]] [[File:Neural_Damping_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Neural Damping&#039;&#039;&#039;&lt;br /&gt;
|| Brain &lt;br /&gt;
|| Berserker Autopsy &lt;br /&gt;
||  Confers +20 will when defending against Psi attacks and immunity to panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. &lt;br /&gt;
|| +6 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural Feedback (EU2012).png|60px|left]] [[File:Restorative_mist.png|48px|right]] &#039;&#039;&#039;Smart Macrophages&#039;&#039;&#039; &lt;br /&gt;
|| Brain &lt;br /&gt;
|| Sectoid Autopsy &lt;br /&gt;
|| Medikits and Restorative Mist heal 2 HP more when used on the soldier.&amp;lt;br&amp;gt; Confers complete immunity to poison and acid.&lt;br /&gt;
|| +3 &lt;br /&gt;
|| §15 &lt;br /&gt;
|| 12 &lt;br /&gt;
|| 4 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]] [[File:Hyper_Reactive_Pupils_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; &lt;br /&gt;
|| Eyes &lt;br /&gt;
|| Xenogenetics &lt;br /&gt;
|| Confers +10 Aim on any shot after a miss. &lt;br /&gt;
|| +3 &lt;br /&gt;
|| §10&lt;br /&gt;
|| 6&lt;br /&gt;
|| 3 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|60px|left]] [[File:Depth_Perception_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&lt;br /&gt;
|| Eyes &lt;br /&gt;
|| Xenogenetics &lt;br /&gt;
|| Height Advantage confers an additional +5 Aim and +5 critical chance.&lt;br /&gt;
|| +3 &lt;br /&gt;
|| §10 &lt;br /&gt;
|| 6 &lt;br /&gt;
|| 3   &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Secondary_Heart_(EU2012).png|60px|left]] [[File:Secondary_Heart_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; &lt;br /&gt;
|| Chest &lt;br /&gt;
|| Muton Elite Autopsy &lt;br /&gt;
|| Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds.&lt;br /&gt;
|| +6 &lt;br /&gt;
|| §30 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] [[File:Adrenal_Neurosympathy_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;&lt;br /&gt;
|| Chest &lt;br /&gt;
|| Muton Autopsy &lt;br /&gt;
|| Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot be used more than once every 5 turns.&lt;br /&gt;
|| +9 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 16 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] [[File:Bioelectric_Skin_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039;&lt;br /&gt;
|| Skin &lt;br /&gt;
|| Seeker Autopsy &lt;br /&gt;
|| The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. &lt;br /&gt;
|| +6 &lt;br /&gt;
|| §25 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Mimetic_Skin_(EU2012).png|60px|left]] [[File:Iron_Skin_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Iron Skin&#039;&#039;&#039;&lt;br /&gt;
|| Skin &lt;br /&gt;
|| Cyberdisc Autopsy &lt;br /&gt;
|| Confers 1.0 [[Damage Reduction (Long War)|damage reduction]].&lt;br /&gt;
|| +12 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 24 &lt;br /&gt;
|| 10  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] [[File:Muscle_Fiber_Density_Gene_Mod_(EU2012).png|48px|right]] &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039;&lt;br /&gt;
|| Legs &lt;br /&gt;
|| Thin Man Autopsy &lt;br /&gt;
|| Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
|| +9 &lt;br /&gt;
|| §20 &lt;br /&gt;
|| 24 &lt;br /&gt;
|| 7 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow (EU2012).png|60px|left]] [[File:BATTLEFATIGUE.png|48px|right]] &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
|| Legs &lt;br /&gt;
|| Chryssalid Autopsy &lt;br /&gt;
|| Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery), and unit regenerates 2 hp every turn up to the HP max without armor.&lt;br /&gt;
|| +6 &lt;br /&gt;
|| §30 &lt;br /&gt;
|| 20 &lt;br /&gt;
|| 6 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld. But bear in mind there are several logistical matters to be aware of:&lt;br /&gt;
* The mechanics for how much Meld you are likely to get per mission at a given point in a campaign. In short: the better you&#039;re doing, the less you&#039;ll get. &lt;br /&gt;
* The number of soldiers you have &amp;amp; are swapping out from fatigue. Thus, each modded soldier spends less time out in the field, and vice versa: each time you go into the field, you might not have a modded soldier to go into it-- unless you try to mod every applicable soldier (which you won&#039;t have the Meld to do).&lt;br /&gt;
* Other projects with priority that use Meld, such as MEC suits which can be freely swapped between MEC soldiers between missions.&lt;br /&gt;
&lt;br /&gt;
Basically, you may be playing your soldiers (most of them and/or most of the time) in Vanilla EU style of going without mods: gene mods will then be for when you can afford to splurge on them. So, what you may want to do instead is have a dedicated &#039;Mod Squad&#039; of soldiers who&#039;ll be the focus for genetic enhancement, and specialize and deploy them individually with your Strike team depending on which type of mission you&#039;re about to head out on. For example: send a front-line soldier or two with Macrophages and Muscle Fiber on Thin men-infested Council Missions, or Dampened soldiers if facing an Ethereal on a UFO-- but Bioelectric soldiers can stay home if the Hyperwave Uplink says there&#039;s no Seekers.&lt;br /&gt;
&lt;br /&gt;
Also, have a bit of consideration for who may be in your final squad for the Temple Ship: choose them early and mod as you go, or pick them later and just save enough Meld to dump mods into them towards the end. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Neural Dampening&#039;&#039;&#039; vs &#039;&#039;&#039;Smart Macrophages&#039;&#039;&#039;&lt;br /&gt;
As mentioned, Dampening cannot be placed on soldiers that are already Psionic. You may want to put this on soldiers that have good skills and a high Aim score but, by (lack of) leveling or surviving Critical Wounds, do not have very high will. Then at worst, their low Will score may make them &#039;bait&#039; for Sectoids and Ethereals, and they&#039;ll be stunned for a turn, but it is one of the most Meld-expensive mods. &lt;br /&gt;
&lt;br /&gt;
For everyone else: there&#039;s Macrophages. Macrophages are moderately expensive, but have a fairly short tank and fatigue time, making them easy to apply to a large number of soldiers. The +2 health can be a nice boost to your packmaster medkits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hyper-reactive Pupils&#039;&#039;&#039; vs &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&lt;br /&gt;
Nearly identical to in EW, the recommendations are the same: Hyper-reactive is great for regular Overwatchers and any soldier with one of the &amp;quot;shoot twice&amp;quot; abilities, Depth Perception for the likes of Snipers flitting around in Archangel Armor. Both are cheap in funds and Meld, and add only a small bit to fatigue.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; vs &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;&lt;br /&gt;
Also a similar decision to EW, except for the Secondary Heart now being the most expensive mod. Secondary Heart is best used for protecting your Psionic soldiers and Officers, and their Will score. You&#039;ll still be cycling out soldiers, Psionics even more so, there&#039;s much less chance for an individual one to get killed/Critically Wounded. Adrenal Neurosympathy gives all-around boosts, but also comes with a longer recovery time.&lt;br /&gt;
&lt;br /&gt;
Secondary heart synergizes well with revive medics, allowing troops to be knocked out and then revived without incurring the will penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; vs &#039;&#039;&#039;Iron Skin&#039;&#039;&#039;&lt;br /&gt;
As the Battle Scanner is now a free item that, however, takes up an inventory space, this choice comes down to how you want to deal with [[Alien_Life_Forms_(Long_War)#Seeker|Seekers]] in Long War: Battle Scanners or Bioelectric Skin (or neither, and the use of AoE attacks instead). Knowing if an alien is behind that door with Bioelectric Skin can be useful, but it has somewhat limited range, while a Battle Scanner is a thrown object with very significant toss &#039;&#039;and&#039;&#039; scan range, but can&#039;t see through obstacles and opens the alien &#039;Holodoors&#039; if thrown through one. Otherwise, the only high argument against &amp;quot;Iron Skin for everyone!&amp;quot; is the +12 hours to fatigue.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Muscle-fiber Density&#039;&#039;&#039; vs &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
Both are attractive options, both give a fair penalty to Fatigue time, Marrow&#039;s a little cheaper than Muscle Fiber. Otherwise, also nearly the same as vanilla EW. The biggest change LW brings is that the consideration that more aliens means more hits, and perhaps not enough Medikit uses, so Marrow can take up the slack. Muscle Fiber can also be quite useful on covert operatives.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64045</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64045"/>
		<updated>2015-04-14T14:35:43Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Alien Autopsies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Counterfire Pod&amp;lt;br /&amp;gt;(SHIV) || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;SHIV Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 80 || 50 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64044</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=64044"/>
		<updated>2015-04-14T14:31:02Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Alien Autopsies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Damage Control Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Counterfire Pod&amp;lt;br /&amp;gt;(SHIV) || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;SHIV Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 80 || 50 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64043</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64043"/>
		<updated>2015-04-14T14:28:13Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Perk Granting Equipment */&lt;/p&gt;
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&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
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* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
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Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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== Soldier Equipment==&lt;br /&gt;
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=== Protective Items===&lt;br /&gt;
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The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
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=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
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=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
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!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
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===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64042</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64042"/>
		<updated>2015-04-14T14:15:45Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Perk Granting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=64041</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=64041"/>
		<updated>2015-04-14T13:57:09Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_hangar.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Main staging ground for Xcom aircraft&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
Every Skyranger launch &amp;amp; return from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm.&lt;br /&gt;
&lt;br /&gt;
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.&lt;br /&gt;
&lt;br /&gt;
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
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==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic cannon designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing, long range, low damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Alien Materials research.&lt;br /&gt;
***Receives a significant upgrade after completing the Phoenix Coilguns foundry project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing the Supercapacitors foundry project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
***Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
***Available to build after completing EMP Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! 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;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! 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;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! 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;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 35&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage and armor penetration.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §250&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.&lt;br /&gt;
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64040</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64040"/>
		<updated>2015-04-14T13:39:26Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Bellator_in_Machina_blue.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;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a corporal will become a lance corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;One For All&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like mindfray as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics in a poor position or is mind controlled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||2||2||Poison/Fire ||25||Alien Biocybernetics||200||50||40||30||14|| - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||100||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||4||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||160||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||160||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||4||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopods. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
====Jaeger====&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers receive Squadsight at first rank, giving them about 5 tiles more effective range, and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire at extended range, twice per turn with Light &#039;Em Up, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie====&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;Rapid Reaction&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to Lock N&#039; Load, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
====Goliath====&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
====Archer====&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
====Guardian====&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Opportunist&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
====Shogun====&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
== See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64039</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64039"/>
		<updated>2015-04-14T13:04:26Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Bellator_in_Machina_blue.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;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a corporal will become a lance corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;One For All&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like mindfray as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics in a poor position or is mind controlled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||1||2||Poison/Fire ||25||Alien Biocybernetics||200||50||40||30||14|| - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||100||60||50||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||80||50||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||160||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||2||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||160||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||2||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopods. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
====Jaeger====&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers receive Squadsight at first rank, giving them about 5 tiles more effective range, and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire at extended range, twice per turn with Light &#039;Em Up, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie====&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;Rapid Reaction&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to Lock N&#039; Load, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
====Goliath====&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
====Archer====&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
====Guardian====&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Opportunist&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
====Shogun====&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
== See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=64028</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=64028"/>
		<updated>2015-04-14T03:02:59Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Foundry Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Foundry Projects ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Repairs&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS and MECs.&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Repair Servos&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; perk.&lt;br /&gt;
| 50&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br /&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 60&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat. Also unlocks &#039;&#039;Advanced Suppression Module&#039;&#039;.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project. Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Changes the flamethrower to conduct panic rolls with a 80 will test, and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn.&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 7&lt;br /&gt;
| 8x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (railgun, stronger MEC suits, flamethrower, etc.).&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanized units (SHIV, MEC) by 3.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 25x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of alien grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade (from live capture)&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks &#039;&#039;Enhanced Beam Optics&#039;&#039;, which increases beam/pulse laser weapon damage by +1.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma-tier weapons receive +1 base damage. Also unlocks &#039;&#039;Plasma Stellerator&#039;&#039;, which increases plasma weapon damage by +1.&lt;br /&gt;
| 120&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Dragon &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Triples the DR reduction of gauss weapons.&lt;br /&gt;
| 60&lt;br /&gt;
| Advanced Gauss Weapons&lt;br /&gt;
| §400&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Carbine&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants +8% critical hit chance to all pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +8% aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 10&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 base damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 1x Alien Pistol&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alien alloy recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases elerium recovery by 20%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 150&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage and armor penetration.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 100&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the &#039;&#039;Fuel Cell&#039;&#039; item.&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 5x Drone Wreck, &amp;lt;br /&amp;gt; 5x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 5x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Decreases soldier wound times by 30%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Stasis Tank,&amp;lt;br /&amp;gt; 12x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Armor&lt;br /&gt;
| Any spare phalanx armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §20&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Weapons&lt;br /&gt;
| Any spare laser rifles will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §40&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| XCOM can now use the arc thrower to capture enemy drones for the duration of the combat mission (100% chance to capture).&lt;br /&gt;
| 95&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 50x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases the successful stun rate of the arc thrower in combat (57%/57%/57%/55%/48%/42%).&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases medikit healing by +3 HP per charge, and restorative mist healing by +2 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
| 20x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 30&lt;br /&gt;
| 50 &lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Like &#039;&#039;New Combat Systems&#039;&#039;, unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 40&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x SCOPE&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 80&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64027</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64027"/>
		<updated>2015-04-14T02:58:59Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Ammunition and damage enhancing equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || SHIV Defenses  || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64023</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64023"/>
		<updated>2015-04-14T02:16:15Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x Power Source, 2x Alien Nav Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x Power Source, 2x Alien Nav Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x Power Sources, 4x Alien Nav Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x Power Sources, 4x Alien Nav Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x Power Sources, 4x Alien Nav Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x Power Sources, 4x Alien Nav Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x Power Sources, 4x Alien Nav Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x Power Sources, 4x Alien Nav Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x Power Sources, 4x Alien Nav Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x Power Sources, 6x Alien Nav Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x Power Sources, 6x Alien Nav Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=64018</id>
		<title>Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=64018"/>
		<updated>2015-04-14T01:12:19Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m fairly new to XCOM. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m an XCOM veteran. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But I&#039;m really awesome at --&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry to interrupt, but just start with Normal. We don&#039;t have easy difficulties in this mod that hold your hand while you learn the ropes and we&#039;ve removed every bit of code we can find that cheats for the player on the lower difficulties. It&#039;s going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OMG, this is hard. I&#039;m having to save and load lots to win all my missions&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are not intended to win every mission, and in fact if you do you&#039;ll have a very imbalanced game. You can and will see Supply Ships and Battleships in March or April and you&#039;re not intended to beat them. Take heart though, Long War is balanced around winning some and losing some. You can get countries back if you lose them and you can keep fighting as long as even one country supports you. You&#039;re expected to have dozens of soldiers on your roster, so losing your highest ranked sniper isn&#039;t the end of the world. There will be a lot of UFOs to assault, so if you don&#039;t shoot some down or fail to assault them there will be many more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Difficulty levels=&lt;br /&gt;
&lt;br /&gt;
In general, higher difficulties cause you to have less resources at your disposal, while there are stronger and more numerous Aliens present on tactical missions. Aliens also advance their research faster, granting them extra abilities, stats and stronger alien types earlier in the game.&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*Drones have -5 defense.&lt;br /&gt;
*Floaters have -1 mobility and -5 defense.&lt;br /&gt;
*Heavy Floaters have -5 defense.&lt;br /&gt;
*All Exalt Elite units have -1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*More weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 40% more Alien alloys.&lt;br /&gt;
*More elerium is recovered from UFO power sources.&lt;br /&gt;
*Alien research rate is at 70%.&lt;br /&gt;
*Council members with satellite coverage grant 110% of their maximum funding.&lt;br /&gt;
*Council members without satellite coverage grant 50% of their maximum funding.&lt;br /&gt;
*200 points of panic is spread to council members at game start.&lt;br /&gt;
*XCOM base gets +2 &amp;quot;free&amp;quot; power.&lt;br /&gt;
&lt;br /&gt;
== Classic ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +5 aim.&lt;br /&gt;
*Thin men gain +5 extra aim. (+10 total)&lt;br /&gt;
*Floaters have -5 defense.&lt;br /&gt;
*Outsiders gain +5 extra aim. (+10 total)&lt;br /&gt;
*All Exalt units have +1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Slightly more weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 20% more Alien alloys.&lt;br /&gt;
*Alien research rate is at 100%.&lt;br /&gt;
*Council members without satellite coverage grant 40% of their maximum funding.&lt;br /&gt;
*400 points of panic is spread to council members at game start.&lt;br /&gt;
&lt;br /&gt;
== Brutal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that these base values mentioned do not include leader, navigator or alien research bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin men gain extra +5 aim. (+15 total)&lt;br /&gt;
*Outsiders gain extra +10 aim. (+20 total)&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Muton berserkers have 22 base HP up from 20.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*Mechtoids have 27 base HP up from 25.&lt;br /&gt;
*All Exalt units gain +2 base HP.&lt;br /&gt;
*Ethereals and Sectoid commanders gain +20 will. &lt;br /&gt;
*Uber Ethereal gains +20 will and +5 def.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Alien research rate is at 110%.&lt;br /&gt;
*Council members without satellite coverage grant 33% of their maximum funding.&lt;br /&gt;
*600 points of panic is spread to council members at game start.&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
== Impossible ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from brutal difficulty:&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin men gain extra +5 aim. (+15 total)&lt;br /&gt;
*Outsiders gain extra +10 aim. (+20 total)&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*All exalt troops gain +2 base HP.&lt;br /&gt;
*Ethereals and Sectoid commanders gain +20 will. &lt;br /&gt;
*Uber Ethereal gains +20 will.&lt;br /&gt;
&lt;br /&gt;
Changes in impossible:&lt;br /&gt;
*All non-mechanical enemies but sectoids and zombies gain +5 will. (Adding a total of +25 will to Ethereals and Sectoid commanders)&lt;br /&gt;
*Sectoids have 4 base HP up from 3.&lt;br /&gt;
*Muton berserkers have 25 base HP up from 22.&lt;br /&gt;
*Seekers have 5 base HP up from 4.&lt;br /&gt;
*Mechtoids have 30 base HP up from 25.&lt;br /&gt;
*Cyberdiscs have 23 base HP up from 18.&lt;br /&gt;
*Heavy Floaters gain +1 mobility.&lt;br /&gt;
*Uber Ethereal gains +10 def.&lt;br /&gt;
*&amp;quot;Easy aliens&amp;quot; gain +1 base damage (Sectoids, Floaters, Thin Men, Mutons, ballistic EXALT, seekers, chryssalids, zombies, sectoid commanders, outsiders).&lt;br /&gt;
*&amp;quot;Hard aliens&amp;quot; gain +2 base damage (Berserkers, Cyberdiscs, Mechtoids, Heavy Floaters, Muton Elites, Ethereals, Sectopods, EXALT Elites, Uber Ethereal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from brutal difficulty:&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
Changes in impossible:&lt;br /&gt;
*Alien research rate is at 130%.&lt;br /&gt;
*Council members without satellite coverage grant 25% of their maximum funding.&lt;br /&gt;
*800 points of panic is spread to council members at game start.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63995</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63995"/>
		<updated>2015-04-13T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Ammunition and damage enhancing equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || SHIV Defenses  || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63994</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63994"/>
		<updated>2015-04-13T18:29:49Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
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* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
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Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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== Soldier Equipment==&lt;br /&gt;
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=== Protective Items===&lt;br /&gt;
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The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
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=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
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=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for primary weapon.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
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===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || SHIV Defenses  || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63993</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63993"/>
		<updated>2015-04-13T18:27:56Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: /* Ammunition and damage enhancing equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for primary weapon.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || SHIV Defenses  || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 70 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=63992</id>
		<title>Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=63992"/>
		<updated>2015-04-13T18:16:28Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m fairly new to XCOM. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m an XCOM veteran. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But I&#039;m really awesome at --&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry to interrupt, but just start with Normal. We don&#039;t have easy difficulties in this mod that hold your hand while you learn the ropes and we&#039;ve removed every bit of code we can find that cheats for the player on the lower difficulties. It&#039;s going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OMG, this is hard. I&#039;m having to save and load lots to win all my missions&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are not intended to win every mission, and in fact if you do you&#039;ll have a very imbalanced game. You can and will see Supply Ships and Battleships in March or April and you&#039;re not intended to beat them. Take heart though, Long War is balanced around winning some and losing some. You can get countries back if you lose them and you can keep fighting as long as even one country supports you. You&#039;re expected to have dozens of soldiers on your roster, so losing your highest ranked sniper isn&#039;t the end of the world. There will be a lot of UFOs to assault, so if you don&#039;t shoot some down or fail to assault them there will be many more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Difficulty levels=&lt;br /&gt;
&lt;br /&gt;
In general, higher difficulties cause you to have less resources at your disposal, while there are stronger and more numerous Aliens present on tactical missions. Aliens also advance their research faster, granting them extra abilities, stats and stronger alien types earlier in the game.&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*Drones have -5 defense.&lt;br /&gt;
*Floaters have -1 mobility and -5 defense.&lt;br /&gt;
*Heavy Floaters have -5 defense.&lt;br /&gt;
*All Exalt Elite units have -1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*More weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 40% more Alien alloys.&lt;br /&gt;
*More elerium is recovered from UFO power sources.&lt;br /&gt;
*Alien research rate is at 70%.&lt;br /&gt;
*Council members without satellite coverage grant 50% of their maximum funding.&lt;br /&gt;
*200 points of panic is spread to council members at game start.&lt;br /&gt;
*XCOM base gets +2 &amp;quot;free&amp;quot; power.&lt;br /&gt;
&lt;br /&gt;
== Classic ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +5 aim.&lt;br /&gt;
*Thin men gain +5 extra aim. (+10 total)&lt;br /&gt;
*Floaters have -5 defense.&lt;br /&gt;
*Outsiders gain +5 extra aim. (+10 total)&lt;br /&gt;
*All Exalt units have +1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Slightly more weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 20% more Alien alloys.&lt;br /&gt;
*Alien research rate is at 100%.&lt;br /&gt;
*Council members without satellite coverage grant 40% of their maximum funding.&lt;br /&gt;
*400 points of panic is spread to council members at game start.&lt;br /&gt;
&lt;br /&gt;
== Brutal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that these base values mentioned do not include leader, navigator or alien research bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin men gain extra +5 aim. (+15 total)&lt;br /&gt;
*Outsiders gain extra +10 aim. (+20 total)&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Muton berserkers have 22 base HP up from 20.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*Mechtoids have 27 base HP up from 25.&lt;br /&gt;
*All Exalt units gain +2 base HP.&lt;br /&gt;
*Ethereals and Sectoid commanders gain +20 will. &lt;br /&gt;
*Uber Ethereal gains +20 will and +5 def.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Alien research rate is at 110%.&lt;br /&gt;
*Council members without satellite coverage grant 33% of their maximum funding.&lt;br /&gt;
*600 points of panic is spread to council members at game start.&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
== Impossible ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from brutal difficulty:&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin men gain extra +5 aim. (+15 total)&lt;br /&gt;
*Outsiders gain extra +10 aim. (+20 total)&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*All exalt troops gain +2 base HP.&lt;br /&gt;
*Ethereals and Sectoid commanders gain +20 will. &lt;br /&gt;
*Uber Ethereal gains +20 will.&lt;br /&gt;
&lt;br /&gt;
Changes in impossible:&lt;br /&gt;
*All non-mechanical enemies but sectoids and zombies gain +5 will. (Adding a total of +25 will to Ethereals and Sectoid commanders)&lt;br /&gt;
*Sectoids have 4 base HP up from 3.&lt;br /&gt;
*Muton berserkers have 25 base HP up from 22.&lt;br /&gt;
*Seekers have 5 base HP up from 4.&lt;br /&gt;
*Mechtoids have 30 base HP up from 25.&lt;br /&gt;
*Cyberdiscs have 23 base HP up from 18.&lt;br /&gt;
*Heavy Floaters gain +1 mobility.&lt;br /&gt;
*Uber Ethereal gains +10 def.&lt;br /&gt;
*&amp;quot;Easy aliens&amp;quot; gain +1 base damage (Sectoids, Floaters, Thin Men, Mutons, ballistic EXALT, seekers, chryssalids, zombies, sectoid commanders, outsiders).&lt;br /&gt;
*&amp;quot;Hard aliens&amp;quot; gain +2 base damage (Berserkers, Cyberdiscs, Mechtoids, Heavy Floaters, Muton Elites, Ethereals, Sectopods, EXALT Elites, Uber Ethereal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from brutal difficulty:&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
Changes in impossible:&lt;br /&gt;
*Alien research rate is at 130%.&lt;br /&gt;
*Council members without satellite coverage grant 25% of their maximum funding.&lt;br /&gt;
*800 points of panic is spread to council members at game start.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=63991</id>
		<title>Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(Long_War)&amp;diff=63991"/>
		<updated>2015-04-13T18:06:35Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m fairly new to XCOM. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m an XCOM veteran. What difficulty should I start with?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But I&#039;m really awesome at --&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry to interrupt, but just start with Normal. We don&#039;t have easy difficulties in this mod that hold your hand while you learn the ropes and we&#039;ve removed every bit of code we can find that cheats for the player on the lower difficulties. It&#039;s going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OMG, this is hard. I&#039;m having to save and load lots to win all my missions&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are not intended to win every mission, and in fact if you do you&#039;ll have a very imbalanced game. You can and will see Supply Ships and Battleships in March or April and you&#039;re not intended to beat them. Take heart though, Long War is balanced around winning some and losing some. You can get countries back if you lose them and you can keep fighting as long as even one country supports you. You&#039;re expected to have dozens of soldiers on your roster, so losing your highest ranked sniper isn&#039;t the end of the world. There will be a lot of UFOs to assault, so if you don&#039;t shoot some down or fail to assault them there will be many more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Difficulty levels=&lt;br /&gt;
&lt;br /&gt;
In general, higher difficulties cause you to have less resources at your disposal, while there are stronger and more numerous Aliens present on tactical missions. Aliens also advance their research faster, granting them extra abilities, stats and stronger alien types earlier in the game.&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*Drones have -5 defense.&lt;br /&gt;
*Floaters have -1 mobility and -5 defense.&lt;br /&gt;
*Heavy Floaters have -5 defense.&lt;br /&gt;
*All Exalt Elite units have -1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*More weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 25% more Alien alloys.&lt;br /&gt;
*More elerium is recovered from UFO power sources.&lt;br /&gt;
*Alien research rate is at 70%.&lt;br /&gt;
*Council members without satellite coverage grant 50% of their maximum funding.&lt;br /&gt;
*200 points of panic is spread to council members at game start.&lt;br /&gt;
*XCOM base gets +2 &amp;quot;free&amp;quot; power.&lt;br /&gt;
&lt;br /&gt;
== Classic ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +5 aim.&lt;br /&gt;
*Thin men gain +5 extra aim. (+10 total)&lt;br /&gt;
*Floaters have -5 defense.&lt;br /&gt;
*Outsiders gain +5 extra aim. (+10 total)&lt;br /&gt;
*All Exalt units have +1 base HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Slightly more weapon fragments are recovered after missions.&lt;br /&gt;
*UFO missions grant 10% more Alien alloys.&lt;br /&gt;
*Alien research rate is at 100%.&lt;br /&gt;
*Council members without satellite coverage grant 40% of their maximum funding.&lt;br /&gt;
*400 points of panic is spread to council members at game start.&lt;br /&gt;
&lt;br /&gt;
== Brutal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that these base values mentioned do not include leader, navigator or alien research bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin men gain extra +5 aim. (+15 total)&lt;br /&gt;
*Outsiders gain extra +10 aim. (+20 total)&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Muton berserkers have 22 base HP up from 20.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*Mechtoids have 27 base HP up from 25.&lt;br /&gt;
*All Exalt units gain +2 base HP.&lt;br /&gt;
*Ethereals and Sectoid commanders gain +20 will. &lt;br /&gt;
*Uber Ethereal gains +20 will and +5 def.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
*Alien research rate is at 110%.&lt;br /&gt;
*Council members without satellite coverage grant 33% of their maximum funding.&lt;br /&gt;
*600 points of panic is spread to council members at game start.&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
== Impossible ==&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from brutal difficulty:&lt;br /&gt;
*All enemies have +10 aim.&lt;br /&gt;
*Thin men gain extra +5 aim. (+15 total)&lt;br /&gt;
*Outsiders gain extra +10 aim. (+20 total)&lt;br /&gt;
*Floaters have 6 base HP up from 5.&lt;br /&gt;
*Mutons have 10 base HP up from 8.&lt;br /&gt;
*Drones have 4 base HP up from 3.&lt;br /&gt;
*Zombies have 15 base HP up from 12.&lt;br /&gt;
*All exalt troops gain +2 base HP.&lt;br /&gt;
*Ethereals and Sectoid commanders gain +20 will. &lt;br /&gt;
*Uber Ethereal gains +20 will.&lt;br /&gt;
&lt;br /&gt;
Changes in impossible:&lt;br /&gt;
*All non-mechanical enemies but sectoids and zombies gain +5 will. (Adding a total of +25 will to Ethereals and Sectoid commanders)&lt;br /&gt;
*Sectoids have 4 base HP up from 3.&lt;br /&gt;
*Muton berserkers have 25 base HP up from 22.&lt;br /&gt;
*Seekers have 5 base HP up from 4.&lt;br /&gt;
*Mechtoids have 30 base HP up from 25.&lt;br /&gt;
*Cyberdiscs have 23 base HP up from 18.&lt;br /&gt;
*Heavy Floaters gain +1 mobility.&lt;br /&gt;
*Uber Ethereal gains +10 def.&lt;br /&gt;
*&amp;quot;Easy aliens&amp;quot; gain +1 base damage (Sectoids, Floaters, Thin Men, Mutons, ballistic EXALT, seekers, chryssalids, zombies, sectoid commanders, outsiders).&lt;br /&gt;
*&amp;quot;Hard aliens&amp;quot; gain +2 base damage (Berserkers, Cyberdiscs, Mechtoids, Heavy Floaters, Muton Elites, Ethereals, Sectopods, EXALT Elites, Uber Ethereal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unchanged from brutal difficulty:&lt;br /&gt;
*Less elerium is recovered from UFO power sources.&lt;br /&gt;
&lt;br /&gt;
Changes in impossible:&lt;br /&gt;
*Alien research rate is at 130%.&lt;br /&gt;
*Council members without satellite coverage grant 25% of their maximum funding.&lt;br /&gt;
*800 points of panic is spread to council members at game start.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Uzifeline</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63990</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63990"/>
		<updated>2015-04-13T17:40:25Z</updated>

		<summary type="html">&lt;p&gt;Uzifeline: everything sorted alphabetically&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || SHIV Defenses  || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 70 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&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>Uzifeline</name></author>
	</entry>
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