Indicators (LWR): Difference between revisions
No edit summary |
mNo edit summary |
||
| (22 intermediate revisions by 2 users not shown) | |||
| Line 9: | Line 9: | ||
In this panel you will see various attributes on the unit you are selecting as described here: | In this panel you will see various attributes on the unit you are selecting as described here: | ||
[[ | [[File:F1Indicators.png]] | ||
You can select an enemy by aiming at them and then pressing F1, or one of your units by selecting them and pressing F1. | You can select an enemy by aiming at them and then pressing F1, or one of your units by selecting them and pressing F1. | ||
| Line 15: | Line 15: | ||
Below the attributes listed you will see various information on current perks, quirks, bonuses, and maluses that are effecting the unit. | Below the attributes listed you will see various information on current perks, quirks, bonuses, and maluses that are effecting the unit. | ||
== | == Targets in Sight == | ||
The | The HUD icons for aliens in sight will now reveal who is overwatching the unit you have selected by displaying a target icon [[File:overwatchicon.png|border]] beside their alien head in the bottom right. | ||
{| class="wikitable" cellpadding="15" style="text-align:center;" | {| class="wikitable" cellpadding="15" style="text-align:center;" | ||
|+ | |+ | ||
|- | |- | ||
! style="padding: 5px 15px;" | | ! style="padding: 5px 15px;" | Alien Head Appearance | ||
! | ! Status | ||
|- | |||
|| Yellow (Priority) | |||
|| Flanked Enemy | |||
|- | |||
|| Red | |||
|| Landed Biologic | |||
|- | |- | ||
|| | || Blue | ||
|| | || Flying Biologic | ||
|- | |- | ||
|| | || Grey | ||
| | || Landed Mechanical | ||
|- | |- | ||
|| | || Bluish Grey | ||
|| | || Flying Mechanical | ||
|- | |- | ||
|| | || Tall Head | ||
|| | || Alien Leader | ||
|- | |- | ||
|| | || Somewhat Transparent | ||
|| | || [[Abilities_List_(LWR)#Squadsight|Squadsight]] (w Spotter) | ||
|- | |- | ||
|| | || Very Transparent | ||
|| | || [[Abilities_List_(LWR)#Squadsight|Squadsight]] (w/o Spotter) | ||
|} | |} | ||
[[File:AlienHeads.png|border]] | |||
== HUD Ability Icons == | == HUD Ability Icons == | ||
Ability icons on the Ability HUD in the tactical game will have different colors based on how many APs they consume upon use. They can be teal (2 AP), green (1 AP), purple (0 AP | Ability icons on the Ability HUD in the tactical game will have different colors based on how many APs they consume upon use. They can be teal (2 AP), green (1 AP), purple (0 AP), faded out (out of ammo or charges), red (no use during XCOM scamper), and yellow (boosted). | ||
{| class="wikitable" cellpadding="15" style="text-align:center;" | {| class="wikitable" cellpadding="15" style="text-align:center;" | ||
| Line 85: | Line 66: | ||
|- | |- | ||
|| Green | || Green | ||
|| 1 AP | || 1 AP possible | ||
|- | |- | ||
|| Purple | || Purple | ||
|| 0 AP | || 0 AP possible | ||
|- | |||
|| Faded Out | |||
| style="padding: 0 15px;" | Out of Ammo/Charges or Cooling Down | |||
|- | |- | ||
|| Red | || Red | ||
|| XCOM Scamper (Unavailable) | || XCOM Scamper (Unavailable) | ||
|- | |- | ||
|| Yellow | || Yellow | ||
| Line 106: | Line 84: | ||
In the above example this soldier has the following abilities: Standard Shot (1 AP), Overwatch (Boosted), Alien Grenade (2 AP - 1 Charge), and Flight Mode (0 AP). | In the above example this soldier has the following abilities: Standard Shot (1 AP), Overwatch (Boosted), Alien Grenade (2 AP - 1 Charge), and Flight Mode (0 AP). | ||
== HP and Action Point Indicators == | == HP and Action Point Indicators == | ||
| Line 157: | Line 107: | ||
|| Hunkered Down | || Hunkered Down | ||
|} | |} | ||
The '''Armor HP''' color of alien units is also always white and the '''Base HP''' color of alien units are always colored, but differ from XCOM: | The '''Armor HP''' color of alien units is also always white and the '''Base HP''' color of alien units are always colored, but differ from XCOM: | ||
| Line 164: | Line 113: | ||
|+ | |+ | ||
|- | |- | ||
! style="padding: 5px 15px;" | | ! style="padding: 5px 15px;" | Alien Base HP Color | ||
! Status | ! Status | ||
|- | |- | ||
|| | || Red | ||
|| Base HP | || Base HP | ||
|- | |- | ||
|| Purple | || Purple | ||
|| Base HP of Leader Alien | || Base HP of Leader Alien | ||
|- | |- | ||
|| | || Gold | ||
|| Base HP | || Base HP of Champion Alien | ||
|- | |- | ||
|| Grey | || Grey | ||
| Line 182: | Line 131: | ||
|| Hunkered Down | || Hunkered Down | ||
|} | |} | ||
The [[Action_Points(LWR)|Action Point (AP)]] indicators on XCOM characters are the 2 rectangular arrows below your soldier's HP. They do not appear on aliens. | The [[Action_Points(LWR)|Action Point (AP)]] indicators on XCOM characters are the 2 rectangular arrows below your soldier's HP. They do not appear on aliens. | ||
| Line 192: | Line 140: | ||
! Status | ! Status | ||
|- | |- | ||
|| | || Orange (Priority) | ||
|| | || Danger of Triggering Reaction Fire | ||
|- | |- | ||
|| White (Priority) | || White (Priority) | ||
|| XCOM Scamper | || XCOM Scamper | ||
|- | |- | ||
|| | || Red (Priority) | ||
|| | || Enraged | ||
|- | |- | ||
|| | || Teal | ||
|| | || Regular Unit | ||
|- | |- | ||
|| | || Grey | ||
|| | || Robotic Unit | ||
|- | |- | ||
|| Green | || Green | ||
|| Genetically Modified Unit | || Genetically Modified Unit | ||
|- | |- | ||
|| Purple | |||
|| Psionic Unit | |||
|- | |- | ||
|| | || Yellow | ||
|| | || Officer Unit | ||
|} | |} | ||
== | == Cover Shield == | ||
The cover shield (to the right of unit's HP pips) will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (XCOM no flank), red (enemy no flank), and yellow (flanked). | |||
{| class="wikitable" cellpadding="15" style="text-align:center;" | |||
|+ | |||
|- | |||
! style="padding: 5px 15px;" | Shield Type | |||
! Cover Status | |||
|- | |||
|| Full | |||
|| Full Cover (+50 Defense, +50% DR) | |||
|- | |||
|| Half Full | |||
| style="padding: 0 15px;" | Partial Cover (+30 Defense, +30% DR)<br>Flying (+30 Defense) | |||
|- | |||
|| Absent | |||
|| No Cover | |||
|} | |||
{| class="wikitable" cellpadding="15" style="text-align:center;" | |||
|+ | |||
|- | |||
! style="padding: 5px 15px;" | Shield Color | |||
! style="padding: 5px 15px;" | Cover Status | |||
|- | |||
|| Teal | |||
|| XCOM Not Flanked | |||
|- | |||
|| Red | |||
|| Enemy Not Flanked | |||
|- | |||
|| Yellow | |||
|| Flanked | |||
|} | |||
== DR/Def Shield == | |||
The DR Shield (to the left of a unit's HP pips) is a grey shield. It will 'fill up' based on how much Defense the unit has and the number on the shield is how much % DR (Damage Reduction) the unit has. | |||
So a unit with an ~70% full shield has ~70 defense and a unit with the number 52 on the shield has 52% DR. | |||
[[File:DRDefShield.png]] | |||
== Eyes == | |||
[[File:Eyeindicator.png]] | |||
=== Small Eye (Vision) === | |||
This eye might appear directly above units. | |||
''' | Each unit (both friendly and enemy) that can see the location of the cursor will be indicated by with a '''small green eye'''. This allows you to determine which units would be in vision after moving to the location of the cursor. | ||
Above the small green eye will be a number which represents the number of tiles away each unit is from the position of the cursor. | |||
If the cursor is in a position that the currently selected unit moved to and would flank a unit, there will be an "F" beside the number of tiles above the small eye. | |||
The small green eye will turn into a red eye if only a unit with the squadsight perk would be able to see the unit from the location of the cursor. | |||
=== Large Eye (Overwatch) === | |||
This eye might appear above the cover shield of a unit. | |||
Aliens will have a red eye icon if they are on overwatch. | |||
For XCOM this eye will be teal if they are on overwatch. | |||
== Range Indicators == | |||
Close Encounters, Close Combat Specialist/Pistolero (on enemies), Lone Wolf, Repair, Medikit and Stun Rifle all have range indicators that appears as circles around either the unit or the targets of the ability. The range indicators may be centered on potential targets (e.g. Close Encounters) or the unit itself (e.g. Lone Wolf). | |||
Latest revision as of 23:24, 5 September 2025
In General
Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.
F1 Panel
In this panel you will see various attributes on the unit you are selecting as described here:
You can select an enemy by aiming at them and then pressing F1, or one of your units by selecting them and pressing F1.
Below the attributes listed you will see various information on current perks, quirks, bonuses, and maluses that are effecting the unit.
Targets in Sight
The HUD icons for aliens in sight will now reveal who is overwatching the unit you have selected by displaying a target icon
beside their alien head in the bottom right.
| Alien Head Appearance | Status |
|---|---|
| Yellow (Priority) | Flanked Enemy |
| Red | Landed Biologic |
| Blue | Flying Biologic |
| Grey | Landed Mechanical |
| Bluish Grey | Flying Mechanical |
| Tall Head | Alien Leader |
| Somewhat Transparent | Squadsight (w Spotter) |
| Very Transparent | Squadsight (w/o Spotter) |
HUD Ability Icons
Ability icons on the Ability HUD in the tactical game will have different colors based on how many APs they consume upon use. They can be teal (2 AP), green (1 AP), purple (0 AP), faded out (out of ammo or charges), red (no use during XCOM scamper), and yellow (boosted).
| HUD Ability Color | Effect |
|---|---|
| Teal | 2 AP |
| Green | 1 AP possible |
| Purple | 0 AP possible |
| Faded Out | Out of Ammo/Charges or Cooling Down |
| Red | XCOM Scamper (Unavailable) |
| Yellow | Boosted |
In the above example this soldier has the following abilities: Standard Shot (1 AP), Overwatch (Boosted), Alien Grenade (2 AP - 1 Charge), and Flight Mode (0 AP).
HP and Action Point Indicators
The Armor HP color of XCOM units is always white and the Base HP color of XCOM units are always colored:
| XCOM Base HP Color | Status |
|---|---|
| Green | Turn Available |
| Pink | Turn Complete |
| Grey | Base Damage Resistance in multiples of 20 |
| Black | Hunkered Down |
The Armor HP color of alien units is also always white and the Base HP color of alien units are always colored, but differ from XCOM:
| Alien Base HP Color | Status |
|---|---|
| Red | Base HP |
| Purple | Base HP of Leader Alien |
| Gold | Base HP of Champion Alien |
| Grey | Base Damage Resistance in multiples of 20 |
| Black | Hunkered Down |
The Action Point (AP) indicators on XCOM characters are the 2 rectangular arrows below your soldier's HP. They do not appear on aliens.
| AP Indicator Color | Status |
|---|---|
| Orange (Priority) | Danger of Triggering Reaction Fire |
| White (Priority) | XCOM Scamper |
| Red (Priority) | Enraged |
| Teal | Regular Unit |
| Grey | Robotic Unit |
| Green | Genetically Modified Unit |
| Purple | Psionic Unit |
| Yellow | Officer Unit |
Cover Shield
The cover shield (to the right of unit's HP pips) will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (XCOM no flank), red (enemy no flank), and yellow (flanked).
| Shield Type | Cover Status |
|---|---|
| Full | Full Cover (+50 Defense, +50% DR) |
| Half Full | Partial Cover (+30 Defense, +30% DR) Flying (+30 Defense) |
| Absent | No Cover |
| Shield Color | Cover Status |
|---|---|
| Teal | XCOM Not Flanked |
| Red | Enemy Not Flanked |
| Yellow | Flanked |
DR/Def Shield
The DR Shield (to the left of a unit's HP pips) is a grey shield. It will 'fill up' based on how much Defense the unit has and the number on the shield is how much % DR (Damage Reduction) the unit has.
So a unit with an ~70% full shield has ~70 defense and a unit with the number 52 on the shield has 52% DR.
Eyes
Small Eye (Vision)
This eye might appear directly above units.
Each unit (both friendly and enemy) that can see the location of the cursor will be indicated by with a small green eye. This allows you to determine which units would be in vision after moving to the location of the cursor.
Above the small green eye will be a number which represents the number of tiles away each unit is from the position of the cursor.
If the cursor is in a position that the currently selected unit moved to and would flank a unit, there will be an "F" beside the number of tiles above the small eye.
The small green eye will turn into a red eye if only a unit with the squadsight perk would be able to see the unit from the location of the cursor.
Large Eye (Overwatch)
This eye might appear above the cover shield of a unit.
Aliens will have a red eye icon if they are on overwatch.
For XCOM this eye will be teal if they are on overwatch.
Range Indicators
Close Encounters, Close Combat Specialist/Pistolero (on enemies), Lone Wolf, Repair, Medikit and Stun Rifle all have range indicators that appears as circles around either the unit or the targets of the ability. The range indicators may be centered on potential targets (e.g. Close Encounters) or the unit itself (e.g. Lone Wolf).




