Second Wave (LWR): Difference between revisions
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|4||Training Roulette||Each soldier's training tree will be partially randomly generated.||Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated. | |4||Training Roulette||Each soldier's training tree will be partially randomly generated.||Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated. | ||
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|5||Save Scum||Loading a saved game will reset the random number seed.||Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]]. | |5||Save Scum||Loading a saved game will reset the random number seed.||Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]]. | ||
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|6||Green Fog||Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns|| This option replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34). | |6||Green Fog||Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns|| This option replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34). | ||
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|7||Absolutely Critical||Flanking shots receive +100 bonus (instead of +50) to critical hit chances.||Unchanged from Vanilla EW. | |7||Absolutely Critical||Flanking shots receive +100 bonus (instead of +50) to critical hit chances.||Unchanged from Vanilla EW. | ||
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|8||Liberation||You must free all countries from alien control.|| Same as Long War. | |8||Liberation||You must free all countries from alien control.|| Same as Long War. | ||
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|9||[[Dynamic_War_(Long_War)|Dynamic War]]||Reduces campaign length by 50%.|| Works the same as [[Dynamic_War_(Long_War)|Dynamic War]] in Long War. The campaign length can be adjusted in DefaultGameCore.ini. | |9||[[Dynamic_War_(Long_War)|Dynamic War]]||Reduces campaign length by 50%.|| Works the same as [[Dynamic_War_(Long_War)|Dynamic War]] in Long War. The campaign length can be adjusted in DefaultGameCore.ini. | ||
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|10||Results Driven||A country will offer less funding as its panic increases.|| Same as Long War. | |10||Results Driven||A country will offer less funding as its panic increases.|| Same as Long War. | ||
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|11||Elite XCOM||All XCOM units gain +25% hit chance in all cases||Same as Cinematic Mode in Long War, but now provides +25 aim by default. | |11||Elite XCOM||All XCOM units gain +25% hit chance in all cases||Same as Cinematic Mode in Long War, but now provides +25 aim by default. | ||
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|12||Air Domination||XCOM aircraft gain +100% fire rate.||Replaces Diminishing Returns. This option allows greater control over air game difficulty. | |12||Air Domination||XCOM aircraft gain +100% fire rate.||Replaces Diminishing Returns. This option allows greater control over air game difficulty. | ||
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|13||Wear and Tear||Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.|| | |13||Wear and Tear||Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.|| | ||
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|14||Itchy Trigger Tentacle||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).||Same as Long War. | |14||Itchy Trigger Tentacle||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).||Same as Long War. | ||
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|15||War Weariness||Overall funding levels drop over time.||Same as Long War. | |15||War Weariness||Overall funding levels drop over time.||Same as Long War. | ||
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|16||Bronzeman Mode||Allows restart of missions via Pause menu in Ironman mode.||Same as Long War. | |16||Bronzeman Mode||Allows restart of missions via Pause menu in Ironman mode.||Same as Long War. | ||
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|17||Total Loss||Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).||Same as Long War. | |17||Total Loss||Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).||Same as Long War. | ||
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|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. | |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. | ||
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|19||Aiming Angles||Units receive an aim bonus the closer they are to flanking an enemy.||Same as Long War. | |19||Aiming Angles||Units receive an aim bonus the closer they are to flanking an enemy.||Same as Long War. | ||
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|20||Mind Hates Matter||Genetically modified soldiers cannot undergo psi testing, and vice versa.|| Same as Long War. | |20||Mind Hates Matter||Genetically modified soldiers cannot undergo psi testing, and vice versa.|| Same as Long War. | ||
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|21||Hidden Trees||You cannot see perk options for ranks a given soldier has not attained.|| | |21||Hidden Trees||You cannot see perk options for ranks a given soldier has not attained.|| | ||
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|22||Durability||Items never need to be repaired.|| | |22||Durability||Items never need to be repaired.|| | ||
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|23||United Humanity||Exalt is inactive. Exalt troopers may still show up on some alien missions.|| | |23||United Humanity||Exalt is inactive. Exalt troopers may still show up on some alien missions.|| | ||
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|24||The Friendly Skies||Your interceptors gain +25% hit chance during air combat.|| | |24||The Friendly Skies||Your interceptors gain +25% hit chance during air combat.|| | ||
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|25||We Are Legion||Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions|| | |25||We Are Legion||Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions|| | ||
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|26||Miracle Workers||Repairing items costs no resources, only time.|| | |26||Miracle Workers||Repairing items costs no resources, only time.|| | ||
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|27||Quick and Dirty||Decreases the number of aliens on most missions by 40%||This value can be changed in DefaultGameCore.ini. | |27||Quick and Dirty||Decreases the number of aliens on most missions by 40%||This value can be changed in DefaultGameCore.ini. | ||
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|28||Hidden Chances||Enemy to-hit values will be hidden.||Replaces Perfect Information, as that feature is now enabled by default. | |28||Hidden Chances||Enemy to-hit values will be hidden.||Replaces Perfect Information, as that feature is now enabled by default. | ||
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|29||Recon||You will see meld cans and bomb nodes in the fog.|| | |29||Recon||You will see meld cans and bomb nodes in the fog.|| | ||
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|30||Sturdier UFOs||UFOs (except fighters/destroyers) will always be shot down.|| | |30||Sturdier UFOs||UFOs (except fighters/destroyers) will always be shot down.|| | ||
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|31||Balanced Soldiers||New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.||Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1. | |31||Balanced Soldiers||New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.||Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1. | ||
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|32||Wolverine Blood||Injury times are reduced by 50%.|| | |32||Wolverine Blood||Injury times are reduced by 50%.|| | ||
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|33||Fresh Recruits||Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.|| | |33||Fresh Recruits||Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.|| | ||
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|34||Just a Flesh Wound||Turns off Red Fog.||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%. | |34||Just a Flesh Wound||Turns off Red Fog.||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%. | ||
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|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 increased to compensate.||Same as how fatigue worked in Long War. | |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 increased to compensate.||Same as how fatigue worked in Long War. | ||
|} | |} | ||
Revision as of 23:32, 12 July 2020
| # | Name | Text | Notes |
|---|---|---|---|
| 0 | Damage Roulette | Weapons have much wider range of damage. | Same damage algorithm as in Long War EU. |
| 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 soldiers' typical ranges with +5 will. | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers. |
| 3 | Hidden Potential | Promotion aim and will gains are randomized between 50-150%. | HP is spread out over multiple levels with a chance to gain 1 HP each level. Mobility is unaffected. |
| 4 | Training Roulette | Each soldier's training tree will be partially randomly generated. | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated. |
| 5 | Save Scum | Loading a saved game will reset the random number seed. | Unchanged from Vanilla EW. |
| 6 | Green Fog | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns | This option replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34). |
| 7 | Absolutely Critical | Flanking shots receive +100 bonus (instead of +50) to critical hit chances. | Unchanged from Vanilla EW. |
| 8 | Liberation | You must free all countries from alien control. | Same as Long War. |
| 9 | Dynamic War | Reduces campaign length by 50%. | Works the same as Dynamic War in Long War. The campaign length can be adjusted in DefaultGameCore.ini. |
| 10 | Results Driven | A country will offer less funding as its panic increases. | Same as Long War. |
| 11 | Elite XCOM | All XCOM units gain +25% hit chance in all cases | Same as Cinematic Mode in Long War, but now provides +25 aim by default. |
| 12 | Air Domination | XCOM aircraft gain +100% fire rate. | Replaces Diminishing Returns. This option allows greater control over air game difficulty. |
| 13 | Wear and Tear | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured. | |
| 14 | Itchy Trigger Tentacle | 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). | Same as Long War. |
| 15 | War Weariness | Overall funding levels drop over time. | Same as Long War. |
| 16 | Bronzeman Mode | Allows restart of missions via Pause menu in Ironman mode. | Same as Long War. |
| 17 | Total Loss | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions). | Same as Long War. |
| 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 Long War. |
| 20 | Mind Hates Matter | Genetically modified soldiers cannot undergo psi testing, and vice versa. | Same as Long War. |
| 21 | Hidden Trees | You cannot see perk options for ranks a given soldier has not attained. | |
| 22 | Durability | Items never need to be repaired. | |
| 23 | United Humanity | Exalt is inactive. Exalt troopers may still show up on some alien missions. | |
| 24 | The Friendly Skies | Your interceptors gain +25% hit chance during air combat. | |
| 25 | We Are Legion | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions | |
| 26 | Miracle Workers | Repairing items costs no resources, only time. | |
| 27 | Quick and Dirty | Decreases the number of aliens on most missions by 40% | This value can be changed in DefaultGameCore.ini. |
| 28 | Hidden Chances | Enemy to-hit values will be hidden. | Replaces Perfect Information, as that feature is now enabled by default. |
| 29 | Recon | You will see meld cans and bomb nodes in the fog. | |
| 30 | Sturdier UFOs | UFOs (except fighters/destroyers) will always be shot down. | |
| 31 | Balanced Soldiers | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers. | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1. |
| 32 | Wolverine Blood | Injury times are reduced by 50%. | |
| 33 | Fresh Recruits | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War. | |
| 34 | Just a Flesh Wound | Turns off Red Fog. | 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%. |
| 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 increased to compensate. | Same as how fatigue worked in Long War. |