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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
== In General ==
Second Wave options can be chosen when you start a new game. They offer simple but powerful alterations to the way the game can play.
== Toggling Second Wave Options Mid-Game ==
If you have enabled the '''[[Dev_Console_(LWR)|Dev Console]]''', you can change second wave options mid-game by opening up the console (`) and typing the console command '''SetmedalpowerA''' followed by the second wave option you want to toggle on or off.
As an example, you could type
''`SetMedalPowerA 3''
to toggle '''Wild West''' on or off.
== List of Second Wave Options ==
{|class="wikitable"  
{|class="wikitable"  
! style="padding:5px;" | #!!Name!!Text!!Notes
! style="padding:5px;" | #!!Name!!Text!!Notes
Line 5: Line 19:
| style="text-align: center; width: 4%; min-width: 30px;" | 0  
| style="text-align: center; width: 4%; min-width: 30px;" | 0  
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette
| style="padding: 10px 15px; width: 43%" | Weapons have much wider range of damage.
| style="padding: 10px 15px; width: 43%" | Damage randomization occurs twice
| style="padding: 10px 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.
| style="padding: 10px 15px; width: 43%" | Rolls [[Damage_(LWR)#Travel_Damage|damage randomization]] twice, making all shots more variable.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 1
| style="text-align: center;" | 1
| style="text-align: center; padding: 10px 15px;" | New Economy
| style="text-align: center; padding: 10px 15px;" | New Economy
| style="padding: 10px 15px;" | The funding offered by individual council members is randomized.
| style="padding: 10px 15px;" | The funding offered by individual council members is randomized.
| style="padding: 10px 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].
| style="padding: 10px 15px;" | Same as in [[Second Wave (EU2012)#New_Economy|vanilla EU]].
|-
|-
| style="text-align: center;" | 2
| style="text-align: center;" | 2
| style="text-align: center; padding: 10px 15px;" | Strict Screening
| style="text-align: center; padding: 10px 15px;" | Strict Screening
| style="padding: 10px 15px;" | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will.
| style="padding: 10px 15px;" | All soldier starting stats (including unique soldiers) are fixed at the averages of typical ranges with +8 will.
| style="padding: 10px 15px;" | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers.
| style="padding: 10px 15px;" | By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 3
| style="text-align: center;" | 3
| style="text-align: center; padding: 10px 15px;" | Predictable Potential
| style="text-align: center; padding: 10px 15px;" | Wild West
| style="padding: 10px 15px;" | Promotion stat gains are non-random.
| style="padding: 10px 15px;" | All shots deal triple damage.
| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.
| style="padding: 10px 15px;" | This value is dgc.ini modifiable. Makes shots and alpha-striking a lot more important, just like the Wild West.
|-
|-
| style="text-align: center;" | 4
| style="text-align: center;" | 4
| style="text-align: center; padding: 10px 15px;" | Training Roulette
| style="text-align: center; padding: 10px 15px;" | Keep Calm and Carry On
| style="padding: 10px 15px;" | Each soldier's training tree will be partially randomly generated.
| style="padding: 10px 15px;" | All world-wide panic is reduced by half.
| style="padding: 10px 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.
| style="padding: 10px 15px;" | This option will make the game significantly easier.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 5
| style="text-align: center;" | 5
| style="text-align: center; padding: 10px 15px;" | Save Scum
| style="text-align: center; padding: 10px 15px;" | Sneaky CR
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.
| style="padding: 10px 15px;" | Adds [[Other_Abilities_(LWR)#Hidden Movement|Sneak Mode]] (aliens hide on reveal and when out of sight) and gives aliens Combat Readiness when they start a turn without view of XCOM to difficulties below Impossible.
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].
| style="padding: 10px 15px;" | Gives the options for those features to Easy, Classic, and Brutal.
|-
|-
| style="text-align: center;" | 6
| style="text-align: center;" | 6
| style="text-align: center; padding: 10px 15px;" | Green Fog
| style="text-align: center; padding: 10px 15px;" | Predictable Damage
| style="padding: 10px 15px;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns
| style="padding: 10px 15px;" | Damage is not randomized.
| style="padding: 10px 15px;" | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).
| style="padding: 10px 15px;" | Cancels out 'Damage Roulette (#0)'.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 7  
| style="text-align: center;" | 7  
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical
| style="padding: 10px 15px;" | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.
| style="padding: 10px 15px;" | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.
| style="padding: 10px 15px;" | Unchanged from Vanilla EW.
| style="padding: 10px 15px;" | Same as in [[Second Wave (EU2012)#Absolutely Critical|vanilla EU]].
|-
|-
| style="text-align: center;" | 8
| style="text-align: center;" | 8
| style="text-align: center; padding: 10px 15px;" | Not So Long War
| style="text-align: center; padding: 10px 15px;" | Not So Long War
| style="padding: 10px 15px;" | Overall campaign length halved.
| style="padding: 10px 15px;" | Frequency of tactical missions are halved. Enabling this and 'Very Long War (#9)' turns on 'Epic Long War' instead: Frequency of tactical missions are quadrupled.  
| style="padding: 10px 15px;" | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead.
| style="padding: 10px 15px;" |  
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 9
| style="text-align: center;" | 9
| style="text-align: center; padding: 10px 15px;" | Very Long War
| style="text-align: center; padding: 10px 15px;" | Very Long War
| style="padding: 10px 15px;" | Overall campaign length doubled.
| style="padding: 10px 15px;" | Frequency of tactical missions are doubled. Enabling this and 'Not So Long War (#8)' turns on 'Epic Long War' instead: Frequency of tactical missions are quadrupled.  
| style="padding: 10px 15px;" | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games)
| style="padding: 10px 15px;" | This is similar to the length of a campaign in LW 1.0.
|-
|-
| style="text-align: center;" | 10  
| style="text-align: center;" | 10  
| style="text-align: center; padding: 10px 15px;" | Results Driven
| style="text-align: center; padding: 10px 15px;" | Results Driven
| style="padding: 10px 15px;" | A country will offer less funding as its panic increases.
| style="padding: 10px 15px;" | A country will offer less funding as its panic increases.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 11
| style="text-align: center;" | 11
| style="text-align: center; padding: 10px 15px;" | Elite XCOM
| style="text-align: center; padding: 10px 15px;" | Elite XCOM
| style="padding: 10px 15px;" | All XCOM units gain +25% hit chance in all cases
| style="padding: 10px 15px;" | XCOM units are 30% more accurate in tactical combats
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.
| style="padding: 10px 15px;" | All XCOm units gain +30 aim. This value is dgc.ini modifiable.
|-
|-
| style="text-align: center;" | 12
| style="text-align: center;" | 12
| style="text-align: center; padding: 10px 15px;" | Air Domination
| style="text-align: center; padding: 10px 15px;" | Jump Start
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.
| style="padding: 10px 15px;" | Start the campaign 3 months in at Alien Level 3.
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.
| style="padding: 10px 15px;" | XCOM gains various bonuses to make starting 3 months into the campaign more doable.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 13
| style="text-align: center;" | 13
| style="text-align: center; padding: 10px 15px;" | Wear and Tear
| style="text-align: center; padding: 10px 15px;" | Forever War
| style="padding: 10px 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||
| style="padding: 10px 15px;" | Gollop cannot be built and the game cannot be won. Alien Level acceleration does not occur and Alien Level stops at AL14. Soldiers, their salaries, and SHIVs are half price.
| style="padding: 10px 15px;" | This option will make the game actually impossible.
|-
|-
| style="text-align: center;" | 14
| style="text-align: center;" | 14
| style="text-align: center; padding: 10px 15px;" | Itchy Trigger Tentacle
| style="text-align: center; padding: 10px 15px;" | Hidden Movement
| style="padding: 10px 15px;" | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions (instead of just base assaults).
| style="padding: 10px 15px;" | Upon being revealed, the screen will go black and many aliens may hide and scamper to unknown locations.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Reminiscent of OG XCOM.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 15
| style="text-align: center;" | 15
| style="text-align: center; padding: 10px 15px;" | War Weariness
| style="text-align: center; padding: 10px 15px;" | War Weariness
| style="padding: 10px 15px;" | Overall funding levels drop over time.
| style="padding: 10px 15px;" | Overall funding levels drop inexorably with every month that passes.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Starting at 130%, down to 40% over 18 months.
|-
|-
| style="text-align: center;" | 16
| style="text-align: center;" | 16
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode
| style="padding: 10px 15px;" | Allows restart of missions via Pause menu in Ironman mode.
| style="padding: 10px 15px;" | Allows restart of tactical missions via Pause menu in Ironman mode.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as LW 1.0.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 17
| style="text-align: center;" | 17
| style="text-align: center; padding: 10px 15px;" | Total Loss
| style="text-align: center; padding: 10px 15px;" | AYYLMAO
| style="padding: 10px 15px;" | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).
| style="padding: 10px 15px;" | Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | No effect on actual gameplay.
|-
|-
| style="text-align: center;" | 18
| style="text-align: center;" | 18
Line 100: Line 115:
| style="text-align: center; padding: 10px 15px;" | Aiming Angles
| style="text-align: center; padding: 10px 15px;" | Aiming Angles
| style="padding: 10px 15px;" | Units receive an aim bonus the closer they are to flanking an enemy.
| style="padding: 10px 15px;" | Units receive an aim bonus the closer they are to flanking an enemy.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as LW 1.0.
|-
|-
| style="text-align: center;" | 20  
| style="text-align: center;" | 20  
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter
| style="text-align: center; padding: 10px 15px;" | Super Soldiers
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.
| style="padding: 10px 15px;" | Soldiers can be genetically modified, psionically trained, special operatives, and officers all at once.
| style="padding: 10px 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Except Neural Damping is incompatible with psionic training.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 21  
| style="text-align: center;" | 21  
| style="text-align: center; padding: 10px 15px;" | Hidden Trees
| style="text-align: center; padding: 10px 15px;" | Fresh Reward Soldiers
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||
| style="padding: 10px 15px;" | Reward soldiers attained throughout the campaign will be replaced with random recruits of an appropriate rank.
||
|-
|-
| style="text-align: center;" | 22  
| style="text-align: center;" | 22  
| style="text-align: center; padding: 10px 15px;" | Durability
| style="text-align: center; padding: 10px 15px;" | Durability
| style="padding: 10px 15px;" | Items never need to be repaired.||
| style="padding: 10px 15px;" | Items never need to be repaired.
| style="padding: 10px 15px;" | You will still need to build a Repair Bay to augment MECs. This overrides the 'Wear and Tear (#13)' option.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 23
| style="text-align: center;" | 23
| style="text-align: center; padding: 10px 15px;" | United Humanity
| style="text-align: center; padding: 10px 15px;" | United Humanity
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.||
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on alien missions.
||
|-
|-
| style="text-align: center;" | 24
| style="text-align: center;" | 24
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies
| style="text-align: center; padding: 10px 15px;" | Friendly Skies
| style="padding: 10px 15px;" | Your interceptors gain +25% hit chance during air combat.||
| style="padding: 10px 15px;" | Your aircraft are 30% more accurate during air combat.
| style="padding: 10px 15px;" | Your interceptors gain +30 aim. This value is dgc.ini modifiable.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 25
| style="text-align: center;" | 25
| style="text-align: center; padding: 10px 15px;" | We Are Legion
| style="text-align: center; padding: 10px 15px;" | Desperate Odds
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||
| style="padding: 10px 15px;" | XCOM can only deploy half as many soldiers (rounded up) to all missions. New recruits cost double and SHIVs cost triple.
| style="padding: 10px 15px;" | A tactical-level change.
|-
|-
| style="text-align: center;" | 26
| style="text-align: center;" | 26
| style="text-align: center; padding: 10px 15px;" | Miracle Workers
| style="text-align: center; padding: 10px 15px;" | Blitzkrieg
| style="padding: 10px 15px;" | Repairing items costs no resources, only time.||
| style="padding: 10px 15px;" | You will have 4s per active unit (enemies and allies + 2) to complete each turn with a reserve time of 4 minutes and every enemy activated increases the active/reserve timer by +4s/+16s (these values are dgc.ini adjustable). Changing game speed is disabled.
| style="padding: 10px 15px;" | The timer is paused during voice-overs, cinematics, or when the active unit is performing an action. All time is increased by 5% per month passed. Pressing Escape or loading a save game costs 30s of time.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 27
| style="text-align: center;" | 27
| style="text-align: center; padding: 10px 15px;" | Quick and Dirty
| style="text-align: center; padding: 10px 15px;" | Difficulty Drop
| style="padding: 10px 15px;" | Decreases the number of aliens on most missions by 40%
| style="padding: 10px 15px;" | Alien Level increases occur 10% slower. Reduces injury and fatigue times by 10%. Increases home country credits by 10. Increase Meld/Alloy/Elerium/Fragment gains by 10%.
| style="padding: 10px 15px;" | This value can be changed in DefaultGameCore.ini.
| style="padding: 10px 15px;" | Acts as a modifier to difficulty to help players better control the challenge they receive.
|-
|-
| style="text-align: center;" | 28
| style="text-align: center;" | 28
| style="text-align: center; padding: 10px 15px;" | Hidden Chances
| style="text-align: center; padding: 10px 15px;" | Robot Overlords
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.
| style="padding: 10px 15px;" | Removes the 2 MEC per mission restriction and the 1 SHIV action/moving per turn restriction.
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.
| style="padding: 10px 15px;" |  
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 29
| style="text-align: center;" | 29
| style="text-align: center; padding: 10px 15px;" | Recon
| style="text-align: center; padding: 10px 15px;" | Recon
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.||
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.
||
|-
|-
| style="text-align: center;" | 30  
| style="text-align: center;" | 30  
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs
| style="text-align: center; padding: 10px 15px;" | We are Legion
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always be shot down.||
| style="padding: 10px 15px;" | XCOM has twice as many soldiers, but each soldier can do half the number of missions.
| style="padding: 10px 15px;" | A strategic-level change. Starting soldiers and SHIVs, injury and fatigue times, and monthly gained soldiers are approximately doubled. Hiring costs, training times for MECs, genes and psionics are approximately halved.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 31  
| style="text-align: center;" | 31  
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers
| style="text-align: center; padding: 10px 15px;" | A Few Good Men
| style="padding: 10px 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.
| style="padding: 10px 15px;" | XCOM has half as many soldiers, but each soldier can do double the number of missions.
| style="padding: 10px 15px;" | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.
| style="padding: 10px 15px;" | A strategic-level change. Starting soldiers and SHIVs, injury and fatigue times, and monthly gained soldiers are approximately halved. Hiring costs, training times for MECs, genes and psionics are approximately doubled. This overrides the 'We are Legion (#30)' option.
|-
|-
| style="text-align: center;" | 32
| style="text-align: center;" | 32
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood
| style="padding: 10px 15px;" | Injury times are reduced by 50%.||
| style="padding: 10px 15px;" | Injury and Fatigue times are reduced by 50%.
| style="padding: 10px 15px;" | This value is dgc.ini modifiable.
||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 33
| style="text-align: center;" | 33
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||
| style="padding: 10px 15px;" | Replaces the 12 intial preset soldiers with random recruits.
| style="padding: 10px 15px;" |Similar to LW 1.0.
|-
|-
| style="text-align: center;" | 34
| style="text-align: center;" | 34
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound
| style="padding: 10px 15px;" | Turns off Red Fog.
| style="padding: 10px 15px;" | Turns off Red Fog.
| style="padding: 10px 15px;" | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.
| style="padding: 10px 15px;" | With Red Fog, damage to base HP reduces aim, will, mobility, melee damage, throw range, and rocket accuracy by half the percent of base health lost.
||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 35
| style="text-align: center;" | 35
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to compensate.
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is set to 8 days.
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.
| style="padding: 10px 15px;" | Same as how fatigue worked in LW 1.0.
|}
|}

Latest revision as of 02:40, 16 March 2026

Back To Main Page

In General

Second Wave options can be chosen when you start a new game. They offer simple but powerful alterations to the way the game can play.

Toggling Second Wave Options Mid-Game

If you have enabled the Dev Console, you can change second wave options mid-game by opening up the console (`) and typing the console command SetmedalpowerA followed by the second wave option you want to toggle on or off. As an example, you could type

`SetMedalPowerA 3

to toggle Wild West on or off.

List of Second Wave Options

# Name Text Notes
0 Damage Roulette Damage randomization occurs twice Rolls damage randomization twice, making all shots more variable.
1 New Economy The funding offered by individual council members is randomized. Same as in vanilla EU.
2 Strict Screening All soldier starting stats (including unique soldiers) are fixed at the averages of typical ranges with +8 will. By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers.
3 Wild West All shots deal triple damage. This value is dgc.ini modifiable. Makes shots and alpha-striking a lot more important, just like the Wild West.
4 Keep Calm and Carry On All world-wide panic is reduced by half. This option will make the game significantly easier.
5 Sneaky CR Adds Sneak Mode (aliens hide on reveal and when out of sight) and gives aliens Combat Readiness when they start a turn without view of XCOM to difficulties below Impossible. Gives the options for those features to Easy, Classic, and Brutal.
6 Predictable Damage Damage is not randomized. Cancels out 'Damage Roulette (#0)'.
7 Absolutely Critical Flanking shots receive +100 bonus (instead of +50) to critical hit chances. Same as in vanilla EU.
8 Not So Long War Frequency of tactical missions are halved. Enabling this and 'Very Long War (#9)' turns on 'Epic Long War' instead: Frequency of tactical missions are quadrupled.
9 Very Long War Frequency of tactical missions are doubled. Enabling this and 'Not So Long War (#8)' turns on 'Epic Long War' instead: Frequency of tactical missions are quadrupled. This is similar to the length of a campaign in LW 1.0.
10 Results Driven A country will offer less funding as its panic increases. Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible.
11 Elite XCOM XCOM units are 30% more accurate in tactical combats All XCOm units gain +30 aim. This value is dgc.ini modifiable.
12 Jump Start Start the campaign 3 months in at Alien Level 3. XCOM gains various bonuses to make starting 3 months into the campaign more doable.
13 Forever War Gollop cannot be built and the game cannot be won. Alien Level acceleration does not occur and Alien Level stops at AL14. Soldiers, their salaries, and SHIVs are half price. This option will make the game actually impossible.
14 Hidden Movement Upon being revealed, the screen will go black and many aliens may hide and scamper to unknown locations. Reminiscent of OG XCOM.
15 War Weariness Overall funding levels drop inexorably with every month that passes. Starting at 130%, down to 40% over 18 months.
16 Bronzeman Mode Allows restart of tactical missions via Pause menu in Ironman mode. Same as LW 1.0.
17 AYYLMAO Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work. No effect on actual gameplay.
18 Commander's Choice You may select the class of each soldier upon promotion to specialist. Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.
19 Aiming Angles Units receive an aim bonus the closer they are to flanking an enemy. Same as LW 1.0.
20 Super Soldiers Soldiers can be genetically modified, psionically trained, special operatives, and officers all at once. Except Neural Damping is incompatible with psionic training.
21 Fresh Reward Soldiers Reward soldiers attained throughout the campaign will be replaced with random recruits of an appropriate rank.
22 Durability Items never need to be repaired. You will still need to build a Repair Bay to augment MECs. This overrides the 'Wear and Tear (#13)' option.
23 United Humanity Exalt is inactive. Exalt troopers may still show up on alien missions.
24 Friendly Skies Your aircraft are 30% more accurate during air combat. Your interceptors gain +30 aim. This value is dgc.ini modifiable.
25 Desperate Odds XCOM can only deploy half as many soldiers (rounded up) to all missions. New recruits cost double and SHIVs cost triple. A tactical-level change.
26 Blitzkrieg You will have 4s per active unit (enemies and allies + 2) to complete each turn with a reserve time of 4 minutes and every enemy activated increases the active/reserve timer by +4s/+16s (these values are dgc.ini adjustable). Changing game speed is disabled. The timer is paused during voice-overs, cinematics, or when the active unit is performing an action. All time is increased by 5% per month passed. Pressing Escape or loading a save game costs 30s of time.
27 Difficulty Drop Alien Level increases occur 10% slower. Reduces injury and fatigue times by 10%. Increases home country credits by 10. Increase Meld/Alloy/Elerium/Fragment gains by 10%. Acts as a modifier to difficulty to help players better control the challenge they receive.
28 Robot Overlords Removes the 2 MEC per mission restriction and the 1 SHIV action/moving per turn restriction.
29 Recon You will see meld cans and bomb nodes in the fog.
30 We are Legion XCOM has twice as many soldiers, but each soldier can do half the number of missions. A strategic-level change. Starting soldiers and SHIVs, injury and fatigue times, and monthly gained soldiers are approximately doubled. Hiring costs, training times for MECs, genes and psionics are approximately halved.
31 A Few Good Men XCOM has half as many soldiers, but each soldier can do double the number of missions. A strategic-level change. Starting soldiers and SHIVs, injury and fatigue times, and monthly gained soldiers are approximately halved. Hiring costs, training times for MECs, genes and psionics are approximately doubled. This overrides the 'We are Legion (#30)' option.
32 Wolverine Blood Injury and Fatigue times are reduced by 50%. This value is dgc.ini modifiable.
33 Fresh Recruits Replaces the 12 intial preset soldiers with random recruits. Similar to LW 1.0.
34 Just a Flesh Wound Turns off Red Fog. With Red Fog, damage to base HP reduces aim, will, mobility, melee damage, throw range, and rocket accuracy by half the percent of base health lost.
35 Consistent Fatigue Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is set to 8 days. Same as how fatigue worked in LW 1.0.