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'''Long War Rebalance''' is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience. In general, Normal difficulty is easier and Impossible is harder. Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to. The difficulty curve is also adjusted so that the game starts off easier and gets more difficult as it progresses: expect to find the game easy in the beginning and significantly harder as the game progresses. Captures and interrogations are now required research and getting them early is important to not slow down research.  Destroyers are more difficult to shoot down and attempting to in the early-mid game is not advised.  As well, large UFOs and swarming abductions are more challenging -- treat them with respect and do not rule out retreating. Expect to have satellites shot down, expect to not be able to stop a lot of UFOs, and expect to lose around 1 country per month to panic (give or take).
[[Long_War_Rebalance|Back To Main Page]]


== Regarding the first mission ==  
== Expectations ==


The first mission is <u>challenging</u>. It is intended to act as a litmus test to guide you in selecting a difficulty.  If you fail the first mission you may consider dropping the difficulty a notch. Injuries and even deaths on the first mission are not unreasonable as it is intended to mimic the difficulty you would experience in some of the tougher battles in the mid-late game.
'''LWR Easy''' is similar to '''Long War 1.0 Normal'''.


==Difficulty levels==
'''LWR Classic''' is similar to '''Long War 1.0 Classic'''.


In general, higher difficulties cause you to have less resources at your disposal, while there are stronger Aliens present on tactical missions. Aliens also advance their research faster, granting them extra abilities, stats and stronger alien types earlier in the game.
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.


=== Normal ===
'''LWR Impossible''' is tough, unforgiving, and will sometimes feel '''Impossible'''.
'''Tactical'''
* First mission has 9 aliens
* Aliens have:
** -50% HP
** -20 defense
** -1 damage
** -20 aim
** -50% leader and research stat bonuses


* 25% Outsider Growth rate
Playing '''Ironman''' is like jumping all the difficulties up another notch.


'''Strategic'''
It's probably best to start out a little easier if you've never played LWR before.
* Funding: 100%
* HQ Power: 50
* Starting Cash: 100%
* Starting Panic: 200
* Alloys/Elerium from UFOs: 100%
* Weapon Fragments: 150%
* Meld: 200%


* UFOs have -50% HP
Landed UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating.


=== Classic ===
Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).
'''Tactical'''
* First mission has 11 aliens
* Aliens have:
** -25% HP
** -10 aim
** -33% leader and research stat bonuses


* 50% Outsider Growth rate
Last, ''if you feel like being masochistic and decide to play on impossible'': please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.


'''Strategic'''
==Difficulty Levels==
* Funding: 80%
* HQ Power: 40
* Starting Cash: 80%
* Starting Panic: 400
* Alloys/Elerium from UFOs: 80%
* Weapon Fragments: 125%
* Meld: 166%


* UFOs have -40% HP
In Long War Rebalance, difficulty levels scale many different aspects of the game. Difficulty level can also affects perks like the effectiveness of the Outsiders' Growth ability.


=== Brutal ===
To select the Pain difficulty you must press the down key on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.
'''Tactical'''
<br/><br/>
* First mission has 12 aliens
{| class="wikitable" style="max-width: 1800px;"
* Aliens have:
|-
** -10% HP
|+
** +10 will
|- align="center"
** -17% leader and research stat bonuses
! colspan="15" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''
** 50% chance to Overwatch when revealed or after using Launch
|- align="center"
! Difficulty
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Alien Level Up Speed'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Speed of Incursion Strength Regression'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br>'''UFO HP'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Credits Long War.png|33px]]<br>'''Home Country Daily Credits'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{AA Icon}}'''UFO Alloy Yield'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Elerium Icon}}'''UFO Elerium Yield'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Weapon Fragments Icon}}'''Fragment Yields'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}'''Meld Yields'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Injury and Fatigue Times'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}'''Starting Power'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Initial Panic'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Monthly Soldiers'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Fire_In_The_Hole.png|31px]]<br>'''Starting SHIVs'''
|- align="center"
| style="width: 6%;" | Easy
| style="width: 6%;" | 90%
| style="width: 6%;" | 120%
| style="width: 6%;" | 40%
| style="width: 6%;" | 45
| style="width: 6%;" | 120%
| style="width: 6%;" | 120%
| style="width: 6%;" | 120%
| style="width: 6%;" | 120%
| style="width: 6%;" | 40%
| style="width: 6%;" | 45
| style="width: 6%;" | 500
| style="width: 6%;" | 2
| style="width: 6%;" | 4
|- align="center"
|Classic || 95% || 110% || 70% || 40 || 110% || 110% || 110% || 110% || 80% || 40 || 600 || 2 || 3
|- align="center"
|Brutal || 100%'''*''' || 100% || 100% || 35 || 100% || 100% || 100% || 100% || 100% || 35 || 700 || 1 || 2
|- align="center"
|Impossible || 105%'''**''' || 90% || 120% || 30 || 90% || 90% || 90% || 90% || 120% || 30 || 800 || 0 || 1
|- align="center"
|Pain || 110%'''**''' || 80% || 130% || 25 || 80% || 80% || 80% || 80% || 120% || 25 || 900 || 0 || 1
|}


* 75% Outsider Growth rate
'''<nowiki>*</nowiki>''' On '''Brutal''' difficulty the Alien Level accelerates later into the game by the formula AL *= 1 + ((AL/30)^2)


'''Strategic'''
'''<nowiki>**</nowiki>''' On '''Impossible''' and '''Pain''' difficulty the Alien Level accelerates later into the game by the formula AL *= 1 + ((AL/20)^2)
* Funding: 60%
* HQ Power: 35
* Starting Cash: 60%
* Starting Panic: 600
* Alloys/Elerium from UFOs: 60%
* Weapon Fragments: 115%
* Meld: 133%


* UFOs have -20% HP
{| class="wikitable" style="max-width: 1800px;"
|-
|+
|- align="center"
! colspan="14" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Head red 2.png|20px]]</div>&nbsp;&nbsp;'''Alien Changes'''
|- align="center"
! Difficulty
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Mobility Long War.png|31px]]<br/>'''Mobility'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br/>'''Base HP'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Damage'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Will_Long_War.png|31px]]<br/>'''Will'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Alien Level<br>Attribute Gains'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Alien Leader Appearance Chance Multiplier'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Alien Leader<br>Levels'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br/>'''Prepared Chance (0/1/2 Active)'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY_GHOST.png|32px]]<br/>'''Sneak Mode / CR when no LoS'''
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Temple Squad Size'''
|- align="center"
| style="width: 7%;" | Easy
| style="width: 7%;" | -1.3
| style="width: 7%;" | 80%
| style="width: 7%;" | -2
| style="width: 7%;" | -20
| style="width: 7%;" | -20
| style="width: 7%;" | 80%
| style="width: 7%;" | 0.6
| style="width: 7%;" | -2
| style="width: 8%;" | 0%
| style="width: 7%;" | No
| style="width: 7%;" | 12
|- align="center"
|Classic || -0.6 || 90% || -1 || -10 || -10 || 90% || 0.8 || -1 || 40/0/0% || No || 10
|- align="center"
|Brutal || 0 || 100% || 0 || 0 || 0 || 100% || 1.0 || 0 || 70/40/0% || No || 8
|- align="center"
|Impossible || +0.6 || 110% || +1 || +10 || +10 || 110% || 1.2 || +1 || 100/70/40% || Yes || 6
|- align="center"
|Pain || +1.3 || 120% || +2 || +20 || +20 || 120% || 1.4 || +2 || 100/100/70% || Yes || 6
|}


=== Impossible ===
{| class="wikitable"
'''Tactical'''
|-
* First mission has 13 aliens
|+
* Aliens have:
|- align="center"
** +1 damage
! colspan="8" style="padding: 6px;" | '''Alien Perk changes'''
** +10 aim
|- align="center"
** +20 will
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | [[Abilities_List_(LWR)#Growth|Growth]] !! style="padding: 4px;" | [[Abilities_List_(LWR)#Deflection Shield|Deflection<br>Shield]] !! style="padding: 4px;" | [[Abilities_List_(LWR)#Plasma Shield|Plasma<br>Shield]] !! style="padding: 4px;" | [[Abilities_List_(LWR)#Fractal Spawn|Fractal<br>Spawn]] !! style="padding: 4px;" | [[Abilities_List_(LWR)#Taunt|Taunt]] !! style="padding: 4px;" | [[Abilities_List_(LWR)#Psi Fade|Psi<br>Fade]]
** 100% chance to Overwatch when revealed or after using Launch
|- align="center"
|Easy|| 25% || 25% || 20hp || No || No || No
|- align="center"
|Classic || 50% || 50% || 40hp || No || No || No
|- align="center"
|Brutal || 75% || 75% || 60hp || Yes || Yes || No
|- align="center"
|Impossible || 100% || 100% || 80hp || Yes || Yes || Yes
|- align="center"
|Pain || 100% || 100% || 100hp || Yes || Yes || Yes
|}


* 100% Outsider Growth rate
{| class="wikitable" style="width: 400px"
 
|-
'''Strategic'''
|+
* Funding: 50%
|- align="center"
* HQ Power: 30
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''
* Starting Cash: 50%
|- align="center"
* Starting Panic: 800
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids/Drones !! style="padding: 4px;" | Outsiders
* Alloys/Elerium from UFOs: 50%
|- align="center"
* Weapon Fragments: 100%
|Easy|| 5 || -
* Meld: 100%
|- align="center"
 
|Classic || 6 || -
== See also ==
|- align="center"
{{ Overview (LWR) Navbar }}
|Brutal || 6 || 1
[[Category: Long War Rebalance]]
|- align="center"
[[Category: Overview (LWR)]]
|Impossible || 7 || 1
|- align="center"
|Pain || 8 || 2
|}

Latest revision as of 19:29, 14 April 2026

Back To Main Page

Expectations

LWR Easy is similar to Long War 1.0 Normal.

LWR Classic is similar to Long War 1.0 Classic.

LWR Brutal is around as hard as Long War 1.0 Impossible.

LWR Impossible is tough, unforgiving, and will sometimes feel Impossible.

Playing Ironman is like jumping all the difficulties up another notch.

It's probably best to start out a little easier if you've never played LWR before.

Landed UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating.

Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).

Last, if you feel like being masochistic and decide to play on impossible: please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.

Difficulty Levels

In Long War Rebalance, difficulty levels scale many different aspects of the game. Difficulty level can also affects perks like the effectiveness of the Outsiders' Growth ability.

To select the Pain difficulty you must press the down key on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.

 Strategic Changes
Difficulty
Alien Level Up Speed

Speed of Incursion Strength Regression

UFO HP

Home Country Daily Credits
Alien Alloys
UFO Alloy Yield
Elerium
UFO Elerium Yield
Weapon Fragments
Fragment Yields
Meld
Meld Yields

Injury and Fatigue Times
Meld
Starting Power

Initial Panic

Monthly Soldiers

Starting SHIVs
Easy 90% 120% 40% 45 120% 120% 120% 120% 40% 45 500 2 4
Classic 95% 110% 70% 40 110% 110% 110% 110% 80% 40 600 2 3
Brutal 100%* 100% 100% 35 100% 100% 100% 100% 100% 35 700 1 2
Impossible 105%** 90% 120% 30 90% 90% 90% 90% 120% 30 800 0 1
Pain 110%** 80% 130% 25 80% 80% 80% 80% 120% 25 900 0 1

* On Brutal difficulty the Alien Level accelerates later into the game by the formula AL *= 1 + ((AL/30)^2)

** On Impossible and Pain difficulty the Alien Level accelerates later into the game by the formula AL *= 1 + ((AL/20)^2)

  Alien Changes
Difficulty
Mobility

Base HP

Damage

Aim

Will

Alien Level
Attribute Gains

Alien Leader Appearance Chance Multiplier

Alien Leader
Levels

Prepared Chance (0/1/2 Active)

Sneak Mode / CR when no LoS

Temple Squad Size
Easy -1.3 80% -2 -20 -20 80% 0.6 -2 0% No 12
Classic -0.6 90% -1 -10 -10 90% 0.8 -1 40/0/0% No 10
Brutal 0 100% 0 0 0 100% 1.0 0 70/40/0% No 8
Impossible +0.6 110% +1 +10 +10 110% 1.2 +1 100/70/40% Yes 6
Pain +1.3 120% +2 +20 +20 120% 1.4 +2 100/100/70% Yes 6
Alien Perk changes
Difficulty Growth Deflection
Shield
Plasma
Shield
Fractal
Spawn
Taunt Psi
Fade
Easy 25% 25% 20hp No No No
Classic 50% 50% 40hp No No No
Brutal 75% 75% 60hp Yes Yes No
Impossible 100% 100% 80hp Yes Yes Yes
Pain 100% 100% 100hp Yes Yes Yes
First Mission Alien Count
Difficulty Sectoids/Drones Outsiders
Easy 5 -
Classic 6 -
Brutal 6 1
Impossible 7 1
Pain 8 2