Second Wave (LWR)
Revision as of 17:29, 7 March 2024 by Ucross (talk | contribs) (→Toggling Second Wave Options Mid-Game)
In General
Second Wave options can be chosen when you start a new game. They offer simple but powerful alterations to the way the game can play.
Toggling Second Wave Options Mid-Game
If you have enabled the Dev Console, you can change second wave options mid-game by opening up the console (`) and typing the console command SetmedalpowerA followed by the second wave option you want to toggle on or off. As an example, you could type
`SetMedalPowerA 3
to toggle Wild West on or off.
List of Second Wave Options
# | Name | Text | Notes | |
---|---|---|---|---|
0 | Damage Roulette | Weapons have much wider range of damage. | Rolls damage randomization twice. | |
1 | New Economy | The funding offered by individual council members is randomized. | Same as in vanilla EU. | |
2 | Strict Screening | All soldier starting attributes (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +8 will. | By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers. | |
3 | Wild West | All shots deal triple damage. | Makes shots and alpha-striking a lot more important, just like the Wild West. | |
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 save game will reset the random number seed, so taking an identical action may yield different results. | Note: In LWR, some abilities always yield different results. | |
6 | Predictable Damage | Damage is not randomized. Cancels out 'Damage Roulette (#0)'. | ||
7 | Absolutely Critical | Flanking shots receive +100 bonus (instead of +50) to critical hit chances. | Unchanged from Vanilla EW. | |
8 | Not So Long War | Overall campaign length halved (as measured in number of missions, not calendar time). When combined with Very Long War (#9), campaign length quadrupled instead (Epic Long War). | ||
9 | Very Long War | Overall campaign length doubled (as measured in number of missions, not calendar time). When combined with Not So Long War (#8), campaign length quadrupled instead (Epic Long War). | ||
10 | Results Driven | A country will offer less funding as its panic increases. | Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible. | |
11 | Elite XCOM | All XCOM units gain +30% hit chance. | This value is dgc.ini modifiable. | |
12 | Jump Start | Start the campaign 3 months in at Alien Level 3. | XCOM gains various bonuses to make starting 3 months into the campaign more doable. | |
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. | Same as Long War. | |
15 | War Weariness | Overall funding levels drop over time. | Funding drops from 130% to 40% over 18 months. | |
16 | Bronzeman Mode | Allows restart of missions via Pause menu in Ironman mode. | Same as Long War. | |
17 | AYYLMAO | Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work. | No effect on actual gameplay. | |
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 | Super Soldiers | Soldiers can be genetically modified, psionically trained, and officers all at once (except Neural Damping is incompatible with psionic training). | Opposite of 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 | Friendly Skies | Your interceptors gain +30% hit chance during air combat. | This value is dgc.ini modifiable. | |
25 | Desperate Odds | XCOM can only deploy half as many soldiers to all missions. New recruits cost double and SHIVs cost triple. | A tactical-level change. | |
26 | Blitzkrieg | You will have 15s (plus 5s per activated unit) to complete each turn (this value is dgc.ini adjustable). Changing game speed is disabled. | The timer is paused during voice-overs, cinematics, or when the active unit is performing an action. | |
27 | Difficulty Drop | Aliens lose 1 HP, 1 damage, 10 aim, and 10 will. Decreases Alien Level Up speed by 10%. Reduces Injury and Fatigue by 10%. Increases home country daily credits by 10. | Acts as a modifier to difficulty to help players better control the challenge they receive. | |
28 | MECs Galore | Removes the 2 MEC restriction per mission. | ||
29 | Recon | You will see meld cans and bomb nodes in the fog. | ||
30 | Multitasker | Big Sky can control multiple SHIVs per turn (removing the restriction of 1 SHIV acting/moving per turn). | ||
31 | A Few Good Men | XCOM has half as many soldiers, but each soldier can do double the number of missions. | A strategic-level change. | |
32 | Wolverine Blood | Injury and Fatigue times are reduced by 50% (this value is dgc.ini editable). | ||
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 base HP 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 4 days (equivalent of 12 turns). | Same as how fatigue worked in Long War. |