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| 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: 15px; width: 10%" | Damage Roulette
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette
| style="padding: 15px; width: 43%" | Weapons have much wider range of damage.
| style="padding: 10px 15px; width: 43%" | Weapons have much wider range of damage.
| style="padding: 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.
| style="padding: 10px 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 1
| style="text-align: center;" | 1
| style="text-align: center; padding: 15px;" | New Economy
| style="text-align: center; padding: 10px 15px;" | New Economy
| style="padding: 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: 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].
| style="padding: 10px 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].
|-
|-
| style="text-align: center;" | 2
| style="text-align: center;" | 2
| style="text-align: center; padding: 15px;" | Strict Screening
| style="text-align: center; padding: 10px 15px;" | Strict Screening
| style="padding: 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 soldiers' typical ranges with +5 will.
| style="padding: 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;" | 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="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 3
| style="text-align: center;" | 3
| style="text-align: center; padding: 15px;" | Hidden Potential
| style="text-align: center; padding: 10px 15px;" | Hidden Potential
| style="padding: 15px;" | Promotion aim and will gains are randomized between 50-150%.
| style="padding: 10px 15px;" | Promotion aim and will gains are randomized between 50-150%.
| style="padding: 15px;" | HP is spread out over multiple levels with a chance to gain 1 HP each level. Mobility is unaffected.
| style="padding: 10px 15px;" | HP is spread out over multiple levels with a chance to gain 1 HP each level. Mobility is unaffected.
|-
|-
| style="text-align: center;" | 4
| style="text-align: center;" | 4
| style="text-align: center; padding: 15px;" | Training Roulette
| style="text-align: center; padding: 10px 15px;" | Training Roulette
| style="padding: 15px;" | Each soldier's training tree will be partially randomly generated.
| style="padding: 10px 15px;" | Each soldier's training tree will be partially randomly generated.
| style="padding: 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.
| style="padding: 10px 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 5
| style="text-align: center;" | 5
| style="text-align: center; padding: 15px;" | Save Scum
| style="text-align: center; padding: 10px 15px;" | Save Scum
| style="padding: 15px;" | Loading a saved game will reset the random number seed.
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.
| style="padding: 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].
|-
|-
| style="text-align: center;" | 6
| style="text-align: center;" | 6
| style="text-align: center; padding: 15px;" | Green Fog
| style="text-align: center; padding: 10px 15px;" | Green Fog
| style="padding: 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;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns
| style="padding: 15px;" | This option 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;" | This option replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 7  
| style="text-align: center;" | 7  
| style="text-align: center; padding: 15px;" | Absolutely Critical
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical
| style="padding: 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: 15px;" | Unchanged from Vanilla EW.
| style="padding: 10px 15px;" | Unchanged from Vanilla EW.
|-
|-
| style="text-align: center;" | 8
| style="text-align: center;" | 8
| style="text-align: center; padding: 15px;" | Liberation
| style="text-align: center; padding: 10px 15px;" | Liberation
| style="padding: 15px;" | You must free all countries from alien control.
| style="padding: 10px 15px;" | You must free all countries from alien control.
| style="padding: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 9
| style="text-align: center;" | 9
| style="text-align: center; padding: 15px;" | [[Dynamic_War_(Long_War)|Dynamic War]]
| style="text-align: center; padding: 10px 15px;" | [[Dynamic_War_(Long_War)|Dynamic War]]
| style="padding: 15px;" | Reduces campaign length by 50%.
| style="padding: 10px 15px;" | Reduces campaign length by 50%.
| style="padding: 15px;" | Works the same as [[Dynamic_War_(Long_War)|Dynamic War]] in Long War. The campaign length can be adjusted in DefaultGameCore.ini.
| style="padding: 10px 15px;" | Works the same as [[Dynamic_War_(Long_War)|Dynamic War]] in Long War. The campaign length can be adjusted in DefaultGameCore.ini.
|-
|-
| style="text-align: center;" | 10  
| style="text-align: center;" | 10  
| style="text-align: center; padding: 15px;" | Results Driven
| style="text-align: center; padding: 10px 15px;" | Results Driven
| style="padding: 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: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 11
| style="text-align: center;" | 11
| style="text-align: center; padding: 15px;" | Elite XCOM
| style="text-align: center; padding: 10px 15px;" | Elite XCOM
| style="padding: 15px;" | All XCOM units gain +25% hit chance in all cases
| style="padding: 10px 15px;" | All XCOM units gain +25% hit chance in all cases
| style="padding: 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.
|-
|-
| style="text-align: center;" | 12
| style="text-align: center;" | 12
| style="text-align: center; padding: 15px;" | Air Domination
| style="text-align: center; padding: 10px 15px;" | Air Domination
| style="padding: 15px;" | XCOM aircraft gain +100% fire rate.
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.
| style="padding: 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 13
| style="text-align: center;" | 13
| style="text-align: center; padding: 15px;" | Wear and Tear
| style="text-align: center; padding: 10px 15px;" | Wear and Tear
| style="padding: 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||
| style="padding: 10px 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||
|-
|-
| style="text-align: center;" | 14
| style="text-align: center;" | 14
| style="text-align: center; padding: 15px;" | Itchy Trigger Tentacle
| style="text-align: center; padding: 10px 15px;" | Itchy Trigger Tentacle
| style="padding: 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, 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: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 15
| style="text-align: center;" | 15
| style="text-align: center; padding: 15px;" | War Weariness
| style="text-align: center; padding: 10px 15px;" | War Weariness
| style="padding: 15px;" | Overall funding levels drop over time.
| style="padding: 10px 15px;" | Overall funding levels drop over time.
| style="padding: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|-
|-
| style="text-align: center;" | 16
| style="text-align: center;" | 16
| style="text-align: center; padding: 15px;" | Bronzeman Mode
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode
| style="padding: 15px;" | Allows restart of missions via Pause menu in Ironman mode.
| style="padding: 10px 15px;" | Allows restart of missions via Pause menu in Ironman mode.
| style="padding: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 17
| style="text-align: center;" | 17
| style="text-align: center; padding: 15px;" | Total Loss
| style="text-align: center; padding: 10px 15px;" | Total Loss
| style="padding: 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;" | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).
| style="padding: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|-
|-
| style="text-align: center;" | 18
| style="text-align: center;" | 18
| style="text-align: center; padding: 15px;" | Commander's Choice
| style="text-align: center; padding: 10px 15px;" | Commander's Choice
| style="padding: 15px;" | You may select the class of each soldier upon promotion to specialist.
| style="padding: 10px 15px;" | You may select the class of each soldier upon promotion to specialist.
| style="padding: 15px;" | 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.
| style="padding: 10px 15px;" | 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.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 19
| style="text-align: center;" | 19
| style="text-align: center; padding: 15px;" | Aiming Angles
| style="text-align: center; padding: 10px 15px;" | Aiming Angles
| style="padding: 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: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|-
|-
| style="text-align: center;" | 20  
| style="text-align: center;" | 20  
| style="text-align: center; padding: 15px;" | Mind Hates Matter
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter
| style="padding: 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.
| style="padding: 15px;" | Same as Long War.
| style="padding: 10px 15px;" | Same as Long War.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 21  
| style="text-align: center;" | 21  
| style="text-align: center; padding: 15px;" | Hidden Trees
| style="text-align: center; padding: 10px 15px;" | Hidden Trees
| style="padding: 15px;" | You cannot see perk options for ranks a given soldier has not attained.||
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||
|-
|-
| style="text-align: center;" | 22  
| style="text-align: center;" | 22  
| style="text-align: center; padding: 15px;" | Durability
| style="text-align: center; padding: 10px 15px;" | Durability
| style="padding: 15px;" | Items never need to be repaired.||
| style="padding: 10px 15px;" | Items never need to be repaired.||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 23
| style="text-align: center;" | 23
| style="text-align: center; padding: 15px;" | United Humanity
| style="text-align: center; padding: 10px 15px;" | United Humanity
| style="padding: 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 some alien missions.||
|-
|-
| style="text-align: center;" | 24
| style="text-align: center;" | 24
| style="text-align: center; padding: 15px;" | The Friendly Skies
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies
| style="padding: 15px;" | Your interceptors gain +25% hit chance during air combat.||
| style="padding: 10px 15px;" | Your interceptors gain +25% hit chance during air combat.||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 25
| style="text-align: center;" | 25
| style="text-align: center; padding: 15px;" | We Are Legion
| style="text-align: center; padding: 10px 15px;" | We Are Legion
| style="padding: 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||
|-
|-
| style="text-align: center;" | 26
| style="text-align: center;" | 26
| style="text-align: center; padding: 15px;" | Miracle Workers
| style="text-align: center; padding: 10px 15px;" | Miracle Workers
| style="padding: 15px;" | Repairing items costs no resources, only time.||
| style="padding: 10px 15px;" | Repairing items costs no resources, only time.||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 27
| style="text-align: center;" | 27
| style="text-align: center; padding: 15px;" | Quick and Dirty
| style="text-align: center; padding: 10px 15px;" | Quick and Dirty
| style="padding: 15px;" | Decreases the number of aliens on most missions by 40%
| style="padding: 10px 15px;" | Decreases the number of aliens on most missions by 40%
| style="padding: 15px;" | This value can be changed in DefaultGameCore.ini.
| style="padding: 10px 15px;" | This value can be changed in DefaultGameCore.ini.
|-
|-
| style="text-align: center;" | 28
| style="text-align: center;" | 28
| style="text-align: center; padding: 15px;" | Hidden Chances
| style="text-align: center; padding: 10px 15px;" | Hidden Chances
| style="padding: 15px;" | Enemy to-hit values will be hidden.
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.
| style="padding: 15px;" | Replaces Perfect Information, as that feature is now enabled by default.
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 29
| style="text-align: center;" | 29
| style="text-align: center; padding: 15px;" | Recon
| style="text-align: center; padding: 10px 15px;" | Recon
| style="padding: 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: 15px;" | Sturdier UFOs
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs
| style="padding: 15px;" | UFOs (except fighters/destroyers) will always be shot down.||
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always be shot down.||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 31  
| style="text-align: center;" | 31  
| style="text-align: center; padding: 15px;" | Balanced Soldiers
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers
| style="padding: 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.
| style="padding: 10px 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.
| style="padding: 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;" | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.
|-
|-
| style="text-align: center;" | 32
| style="text-align: center;" | 32
| style="text-align: center; padding: 15px;" | Wolverine Blood
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood
| style="padding: 15px;" | Injury times are reduced by 50%.||
| style="padding: 10px 15px;" | Injury times are reduced by 50%.||
|- style="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 33
| style="text-align: center;" | 33
| style="text-align: center; padding: 15px;" | Fresh Recruits
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits
| style="padding: 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||
|-
|-
| style="text-align: center;" | 34
| style="text-align: center;" | 34
| style="text-align: center; padding: 15px;" | Just a Flesh Wound
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound
| style="padding: 15px;" | Turns off Red Fog.
| style="padding: 10px 15px;" | Turns off Red Fog.
| style="padding: 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 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="background-color:#efefef;"
|- style="background-color:#efefef;"
| style="text-align: center;" | 35
| style="text-align: center;" | 35
| style="text-align: center; padding: 15px;" | Consistent Fatigue
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue
| style="padding: 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 increased to compensate.
| style="padding: 15px;" | Same as how fatigue worked in Long War.
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.
|}
|}

Revision as of 01:32, 13 July 2020

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# 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.