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Alien Level (LWR)

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Alien Levels and Alien Research

Aliens increase in Level as the game progresses and by gaining Research.

Aliens gain Research via a variety of other methods, so under-performing at the strategic or tactical level can accelerate their progression. Alien Level is modified by Difficulty Level.

Research is clamped between 10% and 50% of Days Passed and increases and decreases based on factors shown here: Alien Research

The formula for the alien Level of 1 to 15 is:

Level = 1 + 0.02 * (Research + Days Passed) * Difficulty Modifier(1.00/1.05/1.10/1.15/1.20)

On Brutal difficulty the Level accelerates later into the game by the formula:

Level *= 1 + ((Level/15)^2)

On Impossible and Pain difficulty the Level accelerates later into the game by the formula:

Level *= 1 + ((Level/10)^2)

Aliens start at Level 1 and can progress to Level 15

Effects of Alien Level

Troop Strength

Alien Level's most notable and significant effect is to increase the strength of alien ground forces. Specifically:

  • Higher levels allow stronger alien types to be fielded
  • Higher levels increase the stats of alien ground forces
  • Higher levels make alien leaders stronger

See Alien Life Forms for more information on the effect of Alien Level on alien ground forces.

Mission Frequency

Terror Missions will occur more frequently (x1.05 ^ AL) each Alien Level.

Decreased Alien Resource Consumption

  • If Alien Level is 1-7, alien missions cost 100% of their base required resources.
  • If Alien Level is 8-14, alien missions cost 72% of required resources.
  • If Alien Level is 15, alien missions cost 40% of required resources.

Meld Rewards

Alien Level helps determine the rewards obtained from Meld Canisters.

UFO Upgrades

All UFOs gain a additional HP every Alien Level. Some UFOs will also gain upgraded weapons over time:

Weapon Upgrades
UFO Type Initial Weapon Alien Level Upgraded Weapon
Fighter 1x Single Plasma 6 2x Single Plasma
Destroyer 1x Single Plasma 7 1x Double Plasma
Abductor 1x Double Plasma 8 1x Double Plasma
1x Single Plasma
Terror Ship 1x Double Plasma 8 1x Double Plasma
1x Single Plasma
Raider 1x Single Plasma 11 2x Single Plasma
Assault Carrier 1x Double Plasma
1x Single Plasma
11 2x Double Plasma

Increasing and Decreasing Alien Research

Research starts at 0. It is always clamped between [0.1 * Days Passed] and [0.5 * Days Passed]. Thus, it will always grow by at least 10% of the days passed and can never exceed 50% of the days passed.

Increasing Alien Research

  • +3 x (defected_countries ^ 0.5) each month
  • +4 for a successful abduction mission (modified by Campaign Length)
  • +5 for a successful research mission by a landed Scout (chance modified by Campaign Length) (increases by 5% per month)
  • +6 for a successful research mission by a landed Raider (chance modified by Campaign Length) (increases by 5% per month)
  • +7 for a successful research mission by a landed Abductor (chance modified by Campaign Length) (increases by 5% per month)
  • +8 for a successful research mission by a landed Terror Ship (chance modified by Campaign Length) (increases by 5% per month)
  • +50 per incorrect accusation of a country of harboring the EXALT base

Decreasing Alien Research

See also