Difference between revisions of "Foundry (Long War)"

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==Overview==
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The '''Foundry''' is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.
The '''Foundry''' is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a workshop for adjacency purposes.
 
  
 
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.  
 
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.  
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Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
 
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
  
One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.
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One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.
  
 
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.
 
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.

Revision as of 18:34, 23 November 2017

Long War Main Page
Foundry.jpg
Effect Development of new combat items and improvements to current items
Adjacency Bonus Workshop
(+5% discount/refund)
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 10 | 9
Maintenance §25
Power 6


The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.

Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.

Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.

One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the Equipment page.

Many Foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.

Foundry Projects

SHIV-Specific Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Sentinel Drone - Grants SHIVs the Repair Servos and Close Combat Specialist perk. 50 Cyberdisc Autopsy §150 40 0 20 0 21 10x Drone Wreck,
1x UFO Flight Computer
SHIV Suppression Weapons Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat. Also unlocks Advanced Suppression Module. 15 Alien Weaponry §40 0 5 0 0 7 -

General Mechanical Unit Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Repair Cybernetics Reduces interceptor, MEC, SHIV, and item repair time by about one-third. 45 Heavy Floater Autopsy §500 100 0 0 80 21 4x Heavy Floater Corpse
Advanced Servomotors Cybernetics All SHIVs and MECs are granted the Sprinter perk upon completing the project. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. 45 Mechtoid Autopsy §300 60 0 40 70 14 8x Mechtoid Core
Field Repairs - Allows Arc Throwers to be used to repair SHIVS and MECs. 15 Drone Autopsy §100 10 10 10 10 14 10x Drone Wreck
Jellied Elerium Cybernetics Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the Incinerator Module. 45 Elerium §100 40 50 80 40 10 -
MEC Close Combat Cybernetics Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn. 50 Berserker Autopsy §300 60 30 30 40 7 8x Berserker Corpse
MEC Warfare Systems Cybernetics Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items. 20 Alien Biocybernetics §25 0 0 0 0 7 -
Mechanized Unit Defenses Armor Unlocks the Core Armoring and Alloy Carbide Plating items for MECs and SHIVs to increase their defensive capabilities. 30 Advanced Body Armor §150 60 25 0 0 10 2x Cyberdisc Wreck
Shaped Armor Armor Increases health of mechanized units (SHIV, MEC) by 3. 35 Floater Autopsy §300 80 0 40 40 21 25x Floater Corpse

General Weapon Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Alien Grenades - Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.
Bonuses also apply to the MEC Grenade Launcher.
35 Muton Autopsy §100 20 20 50 0 7 1x Alien Grenade (from live capture)
Ammo Conservation Weapons Increases the ammo capacity of weapons by 1 shot/burst. 60 Muton Autopsy §500 80 100 0 50 14 20x Muton Corpses
Enhanced Ballistics Weapons Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1. 10 Alien Materials §80 10 20 0 0 7 -
Enhanced Lasers Laser Weapons
Weapons
Unlocks Enhanced Beam Optics, which increases beam/pulse Laser weapons damage by +1. 30 Advanced Beam Lasers §150 40 15 0 0 14 -
Enhanced Plasma Plasma Weapons
Weapons
All plasma-tier weapons receive +1 base damage. Also unlocks Plasma Stellerator, which increases plasma weapons damage by +1. 120 Precision Plasma Weapons §500 100 100 100 0 21 1x Plasma Dragon
Quenchguns Gauss Weapons
Weapons
Doubles the DR reduction of gauss weapons to 0.67. 60 Advanced Gauss Weapons §250 40 80 50 25 14 2x Alien Carbine

General Equipment Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Flight Aerospace Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV). 50 Antigrav Systems §325 40 0 40 0 14 5x Drone Wreck,
5x Heavy Floater Corpse,
5x Cyberdisc Wreck
Drone Capture Cybernetics XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). 75 EMP Weapons §100 0 50 10 0 14 30x Drone Wreck
Improved Arc Thrower - Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP). 30 Alien Power Systems §100 40 30 40 0 14 10x Drone Wreck
Improved Medikit Cybernetics Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge. 12 Thin Man Autopsy §180 0 0 0 20 7 20x Thin Man Corpse
New Combat Systems - Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §100 30 50 20 0 14 -
Psi Warfare Systems Psionics Like New Combat Systems, unlocks an assortment of psionic special equipment. 40 Xenopsionics §100 0 30 20 40 14 12x Sectoid Corpse
SCOPE Upgrade Weapons Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. 25 Experimental Warfare §100 0 35 0 0 7 1x SCOPE
Tactical Rigging Armor Grants one extra item slot to soldiers. 80 Muton Elite Autopsy §500 100 100 0 60 21 20x Muton Elite Corpse

Pistol Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Mag Pistols Weapons Grants +8% critical hit chance to all pistols. 10 Alien Weaponry §35 0 5 0 0 7 -
Rail Pistols Gauss Weapons
Weapons
Grants +8% aim to all pistols. 20 Gauss Weapons §90 10 35 0 0 10 -
Reflex Pistols Plasma Weapons
Weapons
Grants +1 base damage to all pistols. 35 Compact Plasma Weapons §145 30 60 30 0 14 1x Alien Pistol

Material Recovery

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Improved Salvage - Increases weapon fragment recovery by 20%. 20 Alien Materials §200 40 0 20 40 14 -
Alien Metallurgy - Increases alien alloy recovery by 20%. 20 Alien Materials §300 30 0 10 100 14 -
Alien Nucleonics - Increases elerium recovery by 20%. 45 Alien Power Systems §500 120 0 40 150 14 -

Base Security Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Surgery Cybernetics Decreases soldier wound times by 30%. 45 Alien Biocybernetics §600 0 0 0 0 21 12x Alien Stasis Tank,
12x Alien Surgery
Base Security: Armor - Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. 25 Improved Body Armor §20 0 0 0 0 3 -
Base Security: Weapons - Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. 25 Beam Lasers §40 0 0 0 0 3 -

Aerospace Improvements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Aerospace
Laser Weapons
Allows production of one-time 'boosters' for interception. 10 Alien Materials §50 0 10 0 10 7 -
Armored Fighters Aerospace
Armor
Increases all interceptor HP by 1000. 30 Advanced Aerospace Concepts §400 200 0 60 70 14 30x Floater Corpse
Elerium Afterburners Aerospace Increases interceptor combat time by 5 seconds. 45 Alien Propulsion §200 30 0 30 0 14 2x UFO Power Source
Improved Avionics Aerospace Increases interceptor aim by 10. 40 Advanced Aerospace Concepts §400 10 50 0 0 14 3x UFO Flight Computer
Penetrator Weapons Aerospace Increases armor penetration of air weapons by 5. 35 Advanced Aerospace Concepts §300 80 45 0 0 14 3x Cyberdisc Wreck,
3x UFO Flight Computer
Phoenix Coilguns Gauss Weapons Increases the Phoenix Cannon's damage by 90 and armor penetration by 13. 50 Gauss Weapons §300 120 100 60 40 14 2x UFO Power Source
Stealth Satellites - Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second). 115 Stealth Systems §1200 200 0 200 0 28 10x UFO Flight Computer
Supercapacitors Laser Weapons Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75. 70 Advanced Pulse Lasers §800 150 100 200 80 21 6x UFO Power Source
Super Skyranger Aerospace Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault. 35 Advanced Aerospace Concepts §200 60 0 0 0 14 -
UFO Countermeasures Aerospace Increases interceptor dodge chance by +15%. 50 Seeker Autopsy §350 10 40 60 0 14 4x Seeker Wrecks,
4x UFO Flight Computer
UFO Scanners - Add UFO HP display to the interception screen for UFO classes that have their analyses complete. 40 Advanced Aerospace Concepts §65 10 0 10 0 14 2x UFO Flight Computer
UFO Tracking Aerospace Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions. 40 Alien Power Systems §300 20 0 40 0 28 2x UFO Flight Computer
Wingtip Sparrowhawks Aerospace
Gauss Weapons
Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons. 50 Advanced Aerospace Concepts §400 80 40 20 40 21 -

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop