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== Expectations ==
== Expectations ==


'''LWR Easy''' is easier than '''Long War 1.0 Normal'''.
'''LWR Easy''' is similar to '''Long War 1.0 Classic'''.


'''LWR Classic''' is similar to '''Long War 1.0 Classic'''.
'''LWR Classic''' is similar to '''Long War 1.0 Brutal'''.


'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.
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It's probably best to start out a little easier if you've never played LWR before.
It's probably best to start out a little easier if you've never played LWR before.


Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating.  
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).
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).
If you are wondering how your campaign is faring (especially after a few squad wipes), use the grade the council gives you at the end of the month as a good indicator. This grade reflects how well you are doing in your campaign and how likely you are to pass it. C or higher is a good grade.


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.
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.
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| 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:Mobility Long War.png|31px]]<br/>'''Mobility'''  
| 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 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<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: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:ABILITY_GHOST.png|32px]]<br/>'''Sneak Mode / CR when no LoS'''
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| style="width: 7%;" | -1.3
| style="width: 7%;" | -1.3
| style="width: 7%;" | 70%  
| style="width: 7%;" | 70%  
| style="width: 7%;" | -3
| style="width: 8%;" | 0/0/0%
| style="width: 8%;" | 0/0/0%
| style="width: 7%;" | No
| style="width: 7%;" | No
| style="width: 7%;" | 12
| style="width: 7%;" | 12
|- align="center"
|- align="center"
|Classic || -1 || 110% || -10 || -10 || -0.6 || 80% || 40/10/5% || No || 10
|Classic || -1 || 110% || -10 || -10 || -0.6 || 80% || -2 || 40/10/5% || No || 10
|- align="center"
|- align="center"
|Brutal || 0 || 120% || 0 || 0 || 0 || 90% || 70/20/10% || No || 8
|Brutal || 0 || 120% || 0 || 0 || 0 || 90% || -1 || 70/20/10% || No || 8
|- align="center"
|- align="center"
|Impossible || +1 || 130% || +10 || +10 || +0.6 || 100% || 100/40/20% || Yes || 6
|Impossible || +1 || 130% || +10 || +10 || +0.6 || 100% || 0 || 100/40/20% || Yes || 6
|- align="center"
|- align="center"
|Pain || +2 || 140% || +20 || +20 || +1.3 || 110% || 100% || Yes || 6
|Pain || +2 || 140% || +20 || +20 || +1.3 || 110% || +1 || 100% || Yes || 6
|}
|}


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== Difficulty Curve ==  
== Difficulty Curve ==  


'''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.
'''Long War Rebalance''' is designed for players of all skill levels, offering a great range Second Wave options to customize your experience.


In general, Easy difficulty is easier and Impossible is harder (vs Long War 1.0). 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.
In general, the difficulties are harder compared to Long War 1.0. 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 a lot of experience to get used to.


The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. The exception to this is impossible level difficulty that starts off extremely difficult and continues at that level throughout the entire campaign.
The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. The exception to this is impossible level difficulty that starts off extremely difficult and continues at that level throughout the entire campaign.

Revision as of 23:02, 4 May 2025

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Expectations

LWR Easy is similar to Long War 1.0 Classic.

LWR Classic is similar to Long War 1.0 Brutal.

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

Initial Panic

Panic Reduction per Defector
Meld
Starting Power

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

UFO HP

Injury and Fatigue Times

Monthly Soldiers

Starting SHIVs
Easy 100% 500 4 45 45 130% 130% 130% 130% 70% 100% 2 4
Classic 105% 600 4 40 40 120% 120% 120% 120% 80% 110% 2 3
Brutal 110% 700 3 35 35 110% 110% 110% 110% 90% 120% 1 2
Impossible 115% 800 3 30 30 100% 100% 100% 100% 100% 130% 0 1
Pain 120% 900 2 25 25 90% 90% 90% 90% 110% 140% 0 0
  Alien Changes
Difficulty
Base Damage

Base HP

Aim

Will

Mobility

Alien Level
Attribute Gains

Alien Leader
Levels

Prepared Chance (0/1/2 Active)

Sneak Mode / CR when no LoS

Temple Squad Size
Easy -2 100% -20 -20 -1.3 70% -3 0/0/0% No 12
Classic -1 110% -10 -10 -0.6 80% -2 40/10/5% No 10
Brutal 0 120% 0 0 0 90% -1 70/20/10% No 8
Impossible +1 130% +10 +10 +0.6 100% 0 100/40/20% Yes 6
Pain +2 140% +20 +20 +1.3 110% +1 100% Yes 6
First Mission Alien Count
Difficulty Sectoids/Drones Outsiders
Easy 5 -
Classic 6 -
Brutal 6 1
Impossible 7 1
Pain 8 2

Difficulty Curve

Long War Rebalance is designed for players of all skill levels, offering a great range Second Wave options to customize your experience.

In general, the difficulties are harder compared to Long War 1.0. 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 a lot of experience to get used to.

The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. The exception to this is impossible level difficulty that starts off extremely difficult and continues at that level throughout the entire campaign.