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[[Long_War_Rebalance|Back To Main Page]]  
[[Long_War_Rebalance|Back To Main Page]]  
 
== In General ==
== In General ==


Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.
Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.
== F1 Panel ==


== Cover Shield ==
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.
 
Below the attributes listed you will see various information on current perks, quirks, bonuses, and maluses that are effecting the unit.


The cover shield will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (no flank) and yellow (flanked).
== 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 [[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;" | Shield Type
! style="padding: 5px 15px;" | Alien Head Appearance
! Cover Status
! Status
|-
|| Yellow (Priority)
|| Flanked Enemy
|-
|| Red
|| Landed Biologic
|-
|| Blue
|| Flying Biologic
|-  
|-  
|| Full
|| Grey
|| Full Cover (+50 Defense, +50% DR)
|| Landed Mechanical
|-  
|-  
|| Half Full
|| Bluish Grey
| style="padding: 0 15px;" | Partial Cover (+30 Defense, +30% DR)<br>Flying (+30 Defense)
|| Flying Mechanical
|-  
|-  
|| Absent
|| Tall Head
|| No Cover
|| Alien Leader
|}
{| class="wikitable" cellpadding="15" style="text-align:center;"
|+
|-
! style="padding: 5px 15px;" | Shield Color
! style="padding: 5px 15px;" | Cover Status
|-  
|-  
|| Teal
|| Somewhat Transparent
|| Not Flanked
|| [[Abilities_List_(LWR)#Squadsight|Squadsight]] (w Spotter)
|-  
|-  
|| Yellow
|| Very Transparent
|| Flanked
|| [[Abilities_List_(LWR)#Squadsight|Squadsight]] (w/o Spotter)
|}
|}


== Targets in Sight ==
[[File:AlienHeads.png|border]]
 
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.
 
<div style="clear:both;">
The alien head HUD icons for aliens in sight will change based on the enemy type:
* Landed Biologic = Red
* Flying Biologic = Blue
* Landed Mechanical = Grey
* Flying Mechanical = Bluish Grey
* Alien Leader = Longer
* At Squadsight = Transparent


== 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), grey (no use during XCOM scamper), faded out (out of ammo or charges), and yellow (boosted).
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 64: Line 66:
|-  
|-  
|| Green
|| Green
|| 1 AP
|| 1 AP possible
|-  
|-  
|| Purple
|| Purple
|| 0 AP (free)
|| 0 AP possible
|-
|| Faded Out
| style="padding: 0 15px;" | Out of Ammo/Charges or Cooling Down
|-  
|-  
|| Red
|| Red
|| XCOM Scamper (Unavailable)
|| XCOM Scamper (Unavailable)
|-
|| Absent
|| Not Useable
|-
|| Faded Out
| style="padding: 0 15px;" | Out of Ammo/Charges or Cooling Down
|-  
|-  
|| Yellow
|| Yellow
Line 85: 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).
== Range Indicators ==
Close Combat Specialist, Close Encounters, Stun Rifle, Repair, Medikits, and Lone Wolf 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).
== Blue/Red Eye ==
<div style="max-width: 1250px;">
Aliens and XCOM will have a blue eye icon above their pawn if they can see the current location of your cursor.  In the example below, moving the soldier outside the UFO up the ramp would still put him in vision of 2 of the aliens determined by the aliens that have a blue eye over their pawn.
<div style="margin-left: 10px;">[[File:blueeyeexample.png|1200px]]</div>
Aliens and XCOM will have a red eye icon above their pawn if they are on overwatch.
<span>*&nbsp;</span>A blinking red/blue icon means both: the unit can see where you cursor is highlighting and the unit is on overwatch.
</div>


== HP and Action Point Indicators ==
== HP and Action Point Indicators ==


The Armor HP color of your units is always white except for commanding officer's, which are gold.
The '''Armor HP''' color of XCOM units is always white and the '''Base HP''' color of XCOM units are always colored:
 
The Base HP color of your units can vary but are always colored. The Armor HP of your units is always white.


{| class="wikitable" cellpadding="15" style="text-align:center;"  
{| class="wikitable" cellpadding="15" style="text-align:center;"  
Line 115: Line 97:
|| Green
|| Green
|| Turn Available
|| Turn Available
|-
|| Light Green
| style="padding: 0 15px;" | Turn Available and Combat Readiness Active
|-  
|-  
|| Pink
|| Pink
|| Turn Complete
|| Turn Complete
|-  
|-  
|| Light Pink
|| Grey
|| Turn Complete and Combat Readiness Active
|| 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:
 
{| class="wikitable" cellpadding="15" style="text-align:center;"
|+
|-
! style="padding: 5px 15px;" | Alien Base HP Color
! Status
|-
|| Red
|| Base HP
|-
|| Purple
|| Base HP of Leader Alien
|-
|| Gold
|| Base HP of Champion Alien
|-  
|-  
|| Grey
|| Grey
|| Flat Damage Resistance
|| Base Damage Resistance in multiples of 20
|-  
|-  
|| Black
|| Black
Line 132: Line 132:
|}
|}


The [[Action_Points(LWR)|Action Point (AP)]] indicators on your characters are the 2 rectangular arrows below your soldier's HP.
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.


{| class="wikitable" cellpadding="15" style="text-align:center;"  
{| class="wikitable" cellpadding="15" style="text-align:center;"  
Line 141: Line 141:
|-  
|-  
|| Orange (Priority)
|| Orange (Priority)
| style="padding: 0 15px;" | Danger of Triggering Reaction Fire
|| Danger of Triggering Reaction Fire
|-
|| White (Priority)
|| XCOM Scamper
|-  
|-  
|| Red (Priority)
|| Red (Priority)
|| Enraged
|| Enraged
|-  
|-  
|| White (Priority)
|| Teal
|| XCOM Scamper
|| Regular Unit
|-
|| Grey
|| Robotic Unit
|-  
|-  
|| Yellow
|| Green
|| Officer Unit
|| Genetically Modified Unit
|-  
|-  
|| Purple
|| Purple
|| Psionic Unit
|| Psionic Unit
|-  
|-  
|| Green
|| Yellow
|| Genetically Modified Unit
|| 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)
|-  
|-  
|| Green
|| Half Full
|| Robotic Unit
| 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
|| Teal
|| Regular Unit
|| XCOM Not Flanked
|-
|| Red
|| Enemy Not Flanked
|-
|| Yellow
|| Flanked
|}
|}


Note that AP Indicators will turn orange even if units that can fire a reaction shot at you are undetectable (examples: an out of vision muton with squadsight on overwatch or a cloaked seeker on overwatch). This represents your soldier's ability to 'sense' someone targeting them and prevents the frustrating situations of eating reaction shots that you did not know were even there.
== DR/Def Shield ==


In the example below, this soldier is currently in danger of triggering a reaction shot if they act or move determined by the orange color of their AP indicators. They also have light green Base HP indicating that combat readiness is active on them.
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 ==


[[File:orangeAPpip.png]]
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

Back To Main Page

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).