Indicators (LWR): Difference between revisions
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== Range Indicators == | == Range Indicators == | ||
Close Encounters, Close Combat Specialist (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). | 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). | ||
Revision as of 20:14, 2 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.
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).




