Second Wave (LWR): Difference between revisions
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| style="text-align: center;" | 4 | | style="text-align: center;" | 4 | ||
|Training Roulette | | style="text-align: center; padding: 15px;" | 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. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 5 | | style="text-align: center;" | 5 | ||
|Save Scum | | style="text-align: center; padding: 15px;" | Save Scum | ||
|Loading a saved game will reset the random number seed.||Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]]. | |||
|- | |- | ||
| style="text-align: center;" | 6 | | style="text-align: center;" | 6 | ||
|Green Fog | | style="text-align: center; padding: 15px;" | 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). | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 7 | | style="text-align: center;" | 7 | ||
|Absolutely Critical | | style="text-align: center; padding: 15px;" | Absolutely Critical | ||
|Flanking shots receive +100 bonus (instead of +50) to critical hit chances.||Unchanged from Vanilla EW. | |||
|- | |- | ||
| style="text-align: center;" | 8 | | style="text-align: center;" | 8 | ||
|Liberation | | style="text-align: center; padding: 15px;" | Liberation | ||
|You must free all countries from alien control.|| Same as Long War. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 9 | | style="text-align: center;" | 9 | ||
|[[Dynamic_War_(Long_War)|Dynamic War]] | | style="text-align: center; padding: 15px;" | [[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. | |||
|- | |- | ||
| style="text-align: center;" | 10 | | style="text-align: center;" | 10 | ||
|Results Driven | | style="text-align: center; padding: 15px;" | Results Driven | ||
|A country will offer less funding as its panic increases.|| Same as Long War. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 11 | | style="text-align: center;" | 11 | ||
||Elite XCOM | | style="text-align: center; padding: 15px;" | 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. | |||
|- | |- | ||
| style="text-align: center;" | 12 | | style="text-align: center;" | 12 | ||
|Air Domination | | style="text-align: center; padding: 15px;" | Air Domination | ||
|XCOM aircraft gain +100% fire rate.||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 | ||
|Wear and Tear | | style="text-align: center; padding: 15px;" | Wear and Tear | ||
|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 | ||
|Itchy Trigger Tentacle | | style="text-align: center; padding: 15px;" | 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. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 15 | | style="text-align: center;" | 15 | ||
|War Weariness | | style="text-align: center; padding: 15px;" | War Weariness | ||
|Overall funding levels drop over time.||Same as Long War. | |||
|- | |- | ||
| style="text-align: center;" | 16 | | style="text-align: center;" | 16 | ||
|Bronzeman Mode | | style="text-align: center; padding: 15px;" | Bronzeman Mode | ||
|Allows restart of missions via Pause menu in Ironman mode.||Same as Long War. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 17 | | style="text-align: center;" | 17 | ||
|Total Loss | | style="text-align: center; padding: 15px;" | 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. | |||
|- | |- | ||
| style="text-align: center;" | 18 | | style="text-align: center;" | 18 | ||
|Commander's Choice | | style="text-align: center; padding: 15px;" | 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. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 19 | | style="text-align: center;" | 19 | ||
|Aiming Angles | | style="text-align: center; padding: 15px;" | Aiming Angles | ||
|Units receive an aim bonus the closer they are to flanking an enemy.||Same as Long War. | |||
|- | |- | ||
| style="text-align: center;" | 20 | | style="text-align: center;" | 20 | ||
|Mind Hates Matter | | style="text-align: center; padding: 15px;" | Mind Hates Matter | ||
|Genetically modified soldiers cannot undergo psi testing, and vice versa.|| Same as Long War. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 21 | | style="text-align: center;" | 21 | ||
|Hidden Trees | | style="text-align: center; padding: 15px;" | Hidden Trees | ||
|You cannot see perk options for ranks a given soldier has not attained.|| | |||
|- | |- | ||
| style="text-align: center;" | 22 | | style="text-align: center;" | 22 | ||
|Durability | | style="text-align: center; padding: 15px;" | Durability | ||
|Items never need to be repaired.|| | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 23 | | style="text-align: center;" | 23 | ||
|United Humanity | | style="text-align: center; padding: 15px;" | United Humanity | ||
|Exalt is inactive. Exalt troopers may still show up on some alien missions.|| | |||
|- | |- | ||
| style="text-align: center;" | 24 | | style="text-align: center;" | 24 | ||
|The Friendly Skies | | style="text-align: center; padding: 15px;" | The Friendly Skies | ||
|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 | ||
|We Are Legion | | style="text-align: center; padding: 15px;" | We Are Legion | ||
|Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions|| | |||
|- | |- | ||
| style="text-align: center;" | 26 | | style="text-align: center;" | 26 | ||
|Miracle Workers | | style="text-align: center; padding: 15px;" | Miracle Workers | ||
|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 | ||
|Quick and Dirty | | style="text-align: center; padding: 15px;" | Quick and Dirty | ||
|Decreases the number of aliens on most missions by 40%||This value can be changed in DefaultGameCore.ini. | |||
|- | |- | ||
| style="text-align: center;" | 28 | | style="text-align: center;" | 28 | ||
|Hidden Chances | | style="text-align: center; padding: 15px;" | Hidden Chances | ||
|Enemy to-hit values will be hidden.||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 | ||
|Recon | | style="text-align: center; padding: 15px;" | Recon | ||
|You will see meld cans and bomb nodes in the fog.|| | |||
|- | |- | ||
| style="text-align: center;" | 30 | | style="text-align: center;" | 30 | ||
|Sturdier UFOs | | style="text-align: center; padding: 15px;" | Sturdier UFOs | ||
|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 | ||
|Balanced Soldiers | | style="text-align: center; padding: 15px;" | 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. | |||
|- | |- | ||
| style="text-align: center;" | 32 | | style="text-align: center;" | 32 | ||
|Wolverine Blood | | style="text-align: center; padding: 15px;" | Wolverine Blood | ||
|Injury times are reduced by 50%.|| | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 33 | | style="text-align: center;" | 33 | ||
|Fresh Recruits | | style="text-align: center; padding: 15px;" | Fresh Recruits | ||
|Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.|| | |||
|- | |- | ||
| style="text-align: center;" | 34 | | style="text-align: center;" | 34 | ||
|Just a Flesh Wound | | style="text-align: center; padding: 15px;" | 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%. | |||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 35 | | style="text-align: center;" | 35 | ||
|Consistent Fatigue | | style="text-align: center; padding: 15px;" | 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 23:40, 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. |