Difference between revisions of "Alien Level (LWR)"

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(Created page with "==In General== Alien Level increases the power of the alien air and ground forces in a variety of ways. Specifically: * Make UFOs [[UFOs_(LWR)#UFO_Upgrades|stronger]...")
 
 
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==In General==
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[[Long_War_Rebalance|Back to Main Page]]
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==Alien Levels and Alien Research==
  
Alien Level increases the power of the alien [[air]] and [[ground]] forces in a variety of ways. Specifically:
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Aliens increase in '''Level''' as the game progresses and by gaining '''Research'''.
* Make UFOs [[UFOs_(LWR)#UFO_Upgrades|stronger]]
 
* Allow [[Alien_Missions_(LWR)#Resource_Costs|stronger UFO types to be fielded]] at lower [[Alien_Resources_(LWR)|Alien Resource]] levels
 
* Allows aliens to field [[Alien_Life_Forms_(LWR)|stronger alien types]]
 
* Grants alien ground forces [[Alien_Life_Forms_(LWR)|increased stats and bonus perks]]
 
* Increases the size of [[Alien_Deployment_(LWR)#Pods|pods]]
 
  
Aliens increase in level by gaining research. Every 50 alien research gained increased the Alien Level by 1. The aliens gain 1 research every day; this ensures a baseline progression for the aliens that can't be halted or stopped short of ending the campaign.  That said, aliens can also gain '''Bonus Research''' via a variety of other methods, so under-performing at the strategic or tactical level can accelerate their progression.
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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 (LWR)#Difficulty_Levels|Difficulty Level]].
  
The formula for alien Research is: ''Research Points'' = ''Bonus Research'' + ''Days Passed''
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'''Research''' is clamped between [0.1 * Days Passed] and [0.5 * Days Passed] and increases and decreases based on factors shown here: [[Alien_Level_(LWR)#Increasing_and_Decreasing_Alien_Research|'''Alien Research''']]
  
The formula for alien Level is: ''Alien Level'' = INT(1 + ''Alien Research''/50)
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The formula for the alien '''Level''' of 1 to 10 is:  
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<div style="max-width: 700px;">
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'''Level''' = 1 + 0.02 * ('''Research''' + '''Days Passed''') * '''Difficulty Modifier'''(0.8/0.9/1.0/1.1/1.2)
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</div>
  
 
Aliens start at '''Level 1''' and can progress to '''Level 15'''
 
Aliens start at '''Level 1''' and can progress to '''Level 15'''
  
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==Effects of Alien Level==
  
== Bonus Research ==
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=== Troop Strength ===
  
Bonus 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.
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Alien Level's most notable and significant effect is to  increase the strength of alien ground forces. Specifically:
It can be increased by the following events:
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* Higher levels allows stronger aliens types to be fielded
* +2 per month per country under alien control
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* Higher levels increases that stats of alien ground forces
* +5 for a successful [[Alien_Missions_(LWR)#Abduction|abduction mission]] (DW modified)
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* Higher levels make alien leaders stronger
* +20 for successful raid on [[Missions_(LWR)#XCOM_Base_Defence|XCOM HQ]]
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* +2 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Scout|Scout]] (DW modified) (increases by 10% per month)
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See [[Alien_Life_Forms_(LWR)|Alien Life Forms]] for more information on the effect of Alien Level on alien ground forces.
* +3 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Raider|Raider]] (DW modified) (increases by 10% per month)
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* +4 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Abductor|Abductor]] (DW modified) (increases by 10% per month)
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=== Decreased Alien Resource Consumption ===
* +5 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Terror_Ship|Terror Ship]] (DW modified) (increases by 10% per month)
 
* +1 per lost XCOM soldier on a failed mission (killed or left behind) (DW modified)
 
* +50 per incorrect accusation of a country of harboring the EXALT base
 
* -10 per successful assault on an [[Missions_(LWR)#Alien_Base_Assault|Alien Base]]
 
* -3-12 per Combat Patrol sent out by XCOM
 
  
== Pod Size ==
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* If Alien Level is 1-7, alien missions cost <span style="color:green">100%</span> of their base required resources.
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* If Alien Level is 8-14, alien missions cost  <span style="color:orange">72%</span> of required resources.
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* If Alien Level is 15+, alien missions cost <span style="color:red">40%</span> of required resources.
  
The number of aliens allowed in each pod is directly dependent upon current research points:
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=== Meld Rewards ===
  
* Small (Alien Level 1+): 2-4 aliens per pod
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Alien Level helps determine the rewards obtained from meld canisters.
* Medium (Alien Level 3+): 3-6 aliens per pod
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<div style="max-width: 1100px;">
* Large (Alien Level 6+): 4-8 aliens per pod
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Meld Canister Amount = 0.6 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[0.66, 1, 1.33, 1.66, 2.0]
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</div>
  
== UFOs ==
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The amount of meld per canister is set to a minimum of 10 and is affected by Campaign Length.
  
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=== UFO Upgrades ===
 
All UFOs gain a additional HP every Alien Level. Some UFOs will also gain upgraded weapons over time:
 
All UFOs gain a additional HP every Alien Level. Some UFOs will also gain upgraded weapons over time:
 
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<div style="max-width: 600px;">
{| class="wikitable"
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{| class="wikitable" width="100%" style="text-align: center;"
 
|+ ''Weapon Upgrades''
 
|+ ''Weapon Upgrades''
 
|-
 
|-
! Type || Initial Weapon || Upgraded Weapon || Alien Level
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! UFO Type !! Initial Weapon  
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! style="text-align;" | Alien Level
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! Upgraded Weapon  
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|-
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| style="height:40px;" | Destroyer || 1x Single Plasma
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| style="text-align:center;" | 5
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| 1x Double Plasma
 
|-
 
|-
| Fighter || x1 Single Plasma || x2 Single Plasma || 6
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| style="height:40px;" | Fighter || 1x Single Plasma  
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| style="text-align:center;" | 6
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| 2x Single Plasma  
 
|-  
 
|-  
| Raider || x1 Single Plasma || x2 Single Plasma || 11
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| style="height:40px;" | Abductor || 1x Double Plasma
|-
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| style="text-align:center;" | 8
| Destroyer || x1 Single Plasma || x1 Double Plasma || 5
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| 1x Double Plasma <br> 1x Single Plasma  
 
|-
 
|-
| Abductor || 1x Double Plasma || 1x Double Plasma <br> x1 Single Plasma || 8
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| style="height:40px;" | Terror Ship || 1x Double Plasma
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| style="text-align:center;" | 8
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| 1x Double Plasma <br> 1x Single Plasma  
 
|-
 
|-
| Terror Ship || 1x Double Plasma || 1x Double Plasma <br> 1x Single Plasma || 8
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| style="height:40px;" | Raider || 1x Single Plasma  
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| style="text-align:center;" | 11
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| 2x Single Plasma  
 
|-
 
|-
| Assault Carrier || 1x Double Plasma <br> 1x Single Plasma || 2x Double Plasma || 11
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| style="height:40px;" | Assault Carrier || 1x Double Plasma <br> 1x Single Plasma
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| style="text-align:center;" | 11
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| 2x Double Plasma  
 
|}
 
|}
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</div>
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== Increasing and Decreasing Alien Research ==
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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.
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=== Increasing Alien Research ===
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* +2 x (defected_countries ^ 0.5) each month
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* +4 for a successful [[Alien_Missions_(LWR)#Abduction|abduction mission]] (modified by Campaign Length)
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* +20 for successful raid on [[Missions_(LWR)#XCOM_Base_Defence|XCOM HQ]]
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* +5 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Scout|Scout]] (chance modified by Campaign Length) (increases by 5% per month)
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* +6 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Raider|Raider]] (chance modified by Campaign Length) (increases by 5% per month)
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* +7 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Abductor|Abductor]] (chance modified by Campaign Length) (increases by 5% per month)
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* +8 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Terror_Ship|Terror Ship]] (chance modified by Campaign Length) (increases by 5% per month)
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* +50 per incorrect accusation of a country of harboring the EXALT base
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=== Decreasing Alien Research ===
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* -10 per successful assault on an [[Missions_(LWR)#Alien_Base_Assault|Alien Base]]
  
 
== See also ==
 
== See also ==

Latest revision as of 12:37, 21 December 2023

Back to Main Page

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 [0.1 * Days Passed] and [0.5 * Days Passed] and increases and decreases based on factors shown here: Alien Research

The formula for the alien Level of 1 to 10 is:

Level = 1 + 0.02 * (Research + Days Passed) * Difficulty Modifier(0.8/0.9/1.0/1.1/1.2)

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 allows stronger aliens types to be fielded
  • Higher levels increases that 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.

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.

Meld Canister Amount = 0.6 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[0.66, 1, 1.33, 1.66, 2.0]

The amount of meld per canister is set to a minimum of 10 and is affected by Campaign Length.

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
Destroyer 1x Single Plasma 5 1x Double Plasma
Fighter 1x Single Plasma 6 2x Single 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

  • +2 x (defected_countries ^ 0.5) each month
  • +4 for a successful abduction mission (modified by Campaign Length)
  • +20 for successful raid on XCOM HQ
  • +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

Long War Rebalance: Head red 2.png Aliens
Aliens
Alien Life Forms Alien Missions UFOs Alien Artifacts Alien Level Alien Resources Alien Aggression