Difference between revisions of "Missions (LWR)"
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Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to ''let'' NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed. | Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to ''let'' NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed. | ||
− | + | The command pod may not be on the bridge. This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkrieg to take it out. | |
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul. | After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul. |
Revision as of 16:11, 12 November 2020
In General
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.
Any soldier lost will have a 10% chance to lose each piece of equipment (from 40% in LW 1.0).
Squad Sizes
Squad sizes in Long War Rebalance vary depending on the mission type. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades.
The We are Legion (#25) Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.
Mission Type | Squad Size |
---|---|
UFO raids, DLC Missions, and Base Assaults | 8 |
Abduction, Council, Terror, and Covert Op Data Recovery missions | 6 |
Covert Op Extractions | 2 |
Temple Assault | 7-10* |
* 1 additional soldier can be brought for every 5 council nations still supporting XCOM.
Abductions
Reward for Succeeding: credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)
Penalty for Failure: +5 alien research, +3 country panic, and +3 continent panic (modified by current country panic) (modified by Campaign Length)
Expiration Time: 12 hours
Alien Abductions are generated by an Abductor and are an Alien Mission that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 10% (multiplicatively) each month that passes.
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2-3 abductions at a single time so abductions can be quite taxing on XCOM's roster and they may need to bring in fatigued soldiers to complete all missions.
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.
The density of the abduction is determined on the Light(0) -> Moderate(1) -> Heavy(2) -> Swarming(3) scale as follows:
Density = 1 + Rand(2) - Rand(3) + Act of Game (0-2) + City Panic(out of 100)/33
If density is Light(0) or Swarming(3), 75% of the time push the density back to Moderate(1) or Heavy(2), respectively. Highest density is capped at Moderate(1) for the first month and Heavy(2) for the 2nd month
The number of aliens at the abduction site depends on the density of the abduction and other factors:
Condition | Number of Aliens |
---|---|
Light | 8-10 |
Moderate | 10-12 |
Heavy | 12-14 |
Swarming | 14-16 |
Every 4 months | +1 |
Alien Resources exceed 40/60/80% | +1/2/3 |
Under the alien activity display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 + signs. One + sign means that there is either increased aliens due to alien resources being high or increased alien leader levels due to alien aggression being high. Two + signs means both.
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.
Panic in Abduction Country | Country and Continent Panic Amount |
---|---|
0-20 | +9 |
21-40 | +6 |
41-100 | +3 |
Campaign Length | x2 / x1 / x0.5 / x0.334 |
Rewards
Completing an abduction mission has a 25% chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:
Reward | Amount |
---|---|
Credits | (40 + Rand(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (2.0/1.0/0.5/0.334) |
Scientists | Light or Denser: 2x (40% chance for +1) Moderate or Denser: +1 (40% chance for +1) Heavy or Denser: +1 (40% chance for +1) Swarming: +1 (40% chance for +1) Chances multiplied by Campaign Length (2.0/1.0/0.5/0.334) Final Result increased by 10% per month Minimum of 1 |
Engineers | Light or Denser: 2x (40% chance for +1) Moderate or Denser: +1 (40% chance for +1) Heavy or Denser: +1 (40% chance for +1) Swarming: +1 (40% chance for +1) Chances multiplied by Campaign Length (2.0/1.0/0.5/0.334) Final Result increased by 10% per month Minimum of 1 |
Soldier | Soldier Rank = Rand[2 * Abduction Density (1/2/3/4)] Clamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist) |
Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns.
Terror Sites
Reward for Succeeding: 20 credits per civilian saved (modified by Campaign Length) (+10% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)
Penalty for Failure: Loss of Country and 10 panic across the continent (modified by Campaign Length)
Expiration Time: 8 hours
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each inactivated pod will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.
Terror missions will automatically generate 15 panic in the target country, and 4 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Additionally, each civilian saved in a country that has NOT left the Council of Nations will award 20 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.33). The credit reward increases by 10% each month.
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 10 continental panic (modified by Campaign Length).
Terror Sites are generated by a UFO, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.
The number of Terror Missions decrease in frequency by 10% (multiplicatively) each month that passes.
The first Terror Site will contain:
3 Chryssalids, 2 Chryssalids, 4 Zombies, 4 Zombies, and either 5 Floaters, Thinmen, or Mutons
Subsequent Terror Sites will contain
2 Chryssalids or 4 Zombies, 2 Chryssalids or 4 Zombies, + extra aliens
The number of aliens at the Terror Site is:
Condition | Number of Aliens |
---|---|
Base Amount | 2x 2 Chryssalids / 4 Zombies |
Extra Aliens | +8 |
Every 4 months | +1 |
Alien Resources exceeds (40/60/80)% | +1 / +2 / +3 |
After a certain number of terror missions, you make experience some missions that have fewer overall aliens but some high level aliens bosses.
UFO Sites
UFO Crash Site
Reward for Succeeding: UFO equipment and resources (with damage), -1 panic in country
Penalty for Failure: 2 panic in country
Expiration Time: 36 hours
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO is now even more likely to have destroyed artifacts.
Enemies on crashed UFOs will sometimes die on the crash or receive a wound. The amount of aliens killed or wounded on a crash is random, with an average of 25% dying and 33% becoming wounded. However, it's possible none are dead or wounded or almost all are dead or wounded. Wounds will randomly leave enemies with anywhere between 1 to full HP. An exception to this is Outsiders, Sectopods, and Ethereals cannot be wounded or killed during a crash.
UFO Landing Site
Reward for Succeeding: UFO equipment and resources (pristine), -1 panic in country
Penalty for Failure: 2 panic in country, UFO mission completion
Expiration Time: 16 hours
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to let NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.
The command pod may not be on the bridge. This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkrieg to take it out.
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul.
Council Missions
- Expiration timer: 8 hours.
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.
Site Recon
- See also: Site Recon (EU2012)
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.
Target Extraction
- See also: Extraction (EU2012)
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it's not fair if he has all the fun.
Target Escort
- See also: Escort (EU2012)
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.
Escorting Sgt. Carlock will now add him to your roster.
Asset Recovery
- See also: Asset Recovery (EU2012)
Eliminate all hostiles and secure the asset.
Bomb Disposal
- See also: Bomb Disposal (EU2012)
With the help of power nodes to gain time, find the Bomb and deactivate it.
DLC Missions
Slingshot
Friends in Low Places | Shaojie Zhang, a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.
Zhang must be escorted to the extraction zone through a graveyard. Completing this mission sees Zhang join XCOM. The opposition consists mostly of Thin Men, but may also contain Sectoids, Chryssalids, and Seekers. | |
---|---|---|
Confounding Light | The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.
This mission plays similar to a bomb disposal, in that your units must "activate" transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is not extended as you proceed). Opposition can vary, but mostly consists of Thin Men and Mutons. Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission. | |
Gangplank | The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.
This mission rewards XCOM with a Fusion Core required for certain advanced technology. Opposition mostly consists of mostly Mutons, Cyberdiscs, and Thinmen, some of which will drop from behind XCOM as they progress through the ship. |
Progeny
Exalt Missions
Exalt Covert Op Data Recovery
Reward for Succeeding: 200 credits, 40 meld
Penalty for Failure: x country panic, y continent panic
Expiration Time: 48 hours
These missions are similar to their vanilla equivalent. You field a squad of six and defend an encoder and transmitter. Exalt Comm arrays are available for your covert operative to hack which will disable all exalt on the map, for at least 1 turn. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.
Due to the constant reinforcements and Exalts desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units). This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing unsurmountable numbers of Exalt, forcing you to retreat or die.
Exalt Covert Op Extraction
Reward for Succeeding: 100 credits, 30 meld
Penalty for Failure: x country panic, y continent panic
Expiration Time: 48 hours
In this mission type you are limited to only 2 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast.
It is advisable to bring units that can help the Covert Operative hack the relays, such as officers or soldiers who have the smoke and mirrors perk and equipped concussion grenades.
Exalt reinforcements to secure the Covert Operative will begin on turn 7-10 (depending on difficulty) and last until 18.
There are 5 sets of reinforcements. Each set, when active will have a chance to spawn more Exalt reinforcements every turn until turn 18. Reinforcements automatically start on turn 7-10 (depending on difficulty). However, if the covert operative activates an array, it will automatically start a set of reinforcements at that relay 2 turns later (so as early as turn 3). After turn 18 all reinforcements will stop.
Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.
Exalt Base Assault
Reward for Succeeding: Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -5 Worldwide Panic
Penalty for Failure: x country panic, y continent panic
Expiration Time: Does not expire
This mission is considerably tougher than it is in vanilla. The Exalt base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.
The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette's photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT's own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The roof is accessible. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.
There are no airdropped EXALT squads.
Expect several squads of EXALT Elite units inside.
Falsely accusing a country of harboring the exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to "guess" where the exalt base is until you know for sure.
Storyline Missions
Alien Base Assault
Reward for Succeeding: 1 Hyperwave Beacon, -10 Alien Research, Alien Aggression to 100%, Recover Country at 55 Panic, -5 Continent Panic, 1 Fusion Core, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 2 Alien Entertainments
Penalty for Failure: No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission
Expiration Time: Does not expire
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don't want to risk soldiers attacking another Base, at least you can still progress with the storyline.
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn't necessarily the best place to capture one like it is in vanilla.
Long War makes a tweak to the Hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you're ready to assault it to avoid this behavior triggering constantly even though you don't want it.
Note that each time you successfully raid an alien base the next alien base will be more heavily fortified with extra aliens:
# of Alien Bases Raided | Additional Aliens |
---|---|
1 | A Monster pod |
2 | A large Heavy Floater pod |
3 | A large Muton Elite pod |
4 | A Sectopod pod |
5 | An Ethereal pod |
6 | Another Monster pod |
Overseer Crash Site
Reward for Succeeding: Ethereal Device, UFO equipment and resources
Penalty for Failure: None
Expiration Time: 36 hours
While the Overseer contains a small crew, they still pack quite a punch. The enemies you fight will be 1 Ethereal, 1 Sectopod + 1 Drone, 2x4 Muton Elites, and 3 Outsiders. Since it is a crash, multiple enemies may be injured and or dead upon arrival. This mission is otherwise fairly straightforward.
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.
Temple Ship Assault
Reward for Succeeding: Win the game!
Penalty for Failure: Lose the game!
Expiration Time: ~2 hours
Depending upon how many council nations are still supporting you, your soldiers will receive a significant morale/attribute boost for the final mission:
# of Council Nations Supporting XCOM and Soldier Boosts | ||
---|---|---|
1 | 2 | 3 |
All soldiers gain +0-8 will | All soldiers gain +0-4 aim All soldiers gain +0-8 will |
All soldiers gain +0-2 HP All soldiers gain +0-4 aim All soldiers gain +0-8 will |
4 | 5 | 6 |
All soldiers gain +0-0.6 mobility All soldiers gain +0-2 HP All soldiers gain +0-4 aim All soldiers gain +0-8 will |
Squadsize increased to 8 (from 7) All soldiers gain +0-0.6 mobility All soldiers gain +0-2 HP All soldiers gain +0-4 aim All soldiers gain +0-8 will |
Squadsize increased to 8 (from 7) All soldiers gain +0-0.6 mobility All soldiers gain +0-2 HP All soldiers gain +0-4 aim All soldiers gain +0-16 will |
7 | 8 | 9 |
Squadsize increased to 8 (from 7) All soldiers gain +0-0.6 mobility All soldiers gain +0-2 HP All soldiers gain +0-8 aim All soldiers gain +0-16 will |
Squadsize increased to 8 (from 7) All soldiers gain +0-0.6 mobility All soldiers gain +0-4 HP All soldiers gain +0-8 aim All soldiers gain +0-16 will |
Squadsize increased to 8 (from 7) All soldiers gain +0-1.2 mobility All soldiers gain +0-4 HP All soldiers gain +0-8 aim All soldiers gain +0-16 will |
10 | 11 | 12 |
Squadsize increased to 9 (from 7) All soldiers gain +0-1.2 mobility All soldiers gain +0-4 HP All soldiers gain +0-8 aim All soldiers gain +0-16 will |
Squadsize increased to 9 (from 7) All soldiers gain +0-1.2 mobility All soldiers gain +0-4 HP All soldiers gain +0-8 aim All soldiers gain +0-24 will |
Squadsize increased to 9 (from 7) All soldiers gain +0-1.2 mobility All soldiers gain +0-4 HP All soldiers gain +0-12 aim All soldiers gain +0-24 will |
13 | 14 | 15-16 |
Squadsize increased to 9 (from 7) All soldiers gain +0-1.2 mobility All soldiers gain +0-6 HP All soldiers gain +0-12 aim All soldiers gain +0-24 will |
Squadsize increased to 9 (from 7) All soldiers gain +0-1.8 mobility All soldiers gain +0-6 HP All soldiers gain +0-12 aim All soldiers gain +0-24 will |
Squadsize increased to 10 (from 7) All soldiers gain +0-1.8 mobility All soldiers gain +0-6 HP All soldiers gain +0-12 aim All soldiers gain +0-24 will |
The volunteer on this mission will gain access to every single psionic ability, including Rift, making quite a formidable psionic soldier.
The Temple Ship will contain some of the strongest alien leaders in the game. Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.
At the end of the brutal road, in the Ethereal Cathedral awaits the Uber Ethereal, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.
Good luck, Commander.
XCOM Base Defense
Reward for Succeeding: None
Penalty for Failure: -500 credits, all alien captives released, 20% of scientists and engineers slaughtered
Expiration Time: Immediate
This mission is always called: Operation Ashes and Temples.
When the aliens have high resources AND high aggression they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude Assault Carrier, but it may have backup from other craft - which you can see coming and can shoot down, but it's extremely difficult: when the UFO alert/interception prompt appears, it will say "Warning! Warning! UFO vectoring to XCOM HQ!" on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You'll also get a complement of Blueshirts (new Rookie soldiers). The reinforcements you get do not vary with Blueshirt casualties, only XCOM casualties.
The aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners.
Failing this mission does not mean the end of XCOM, however it is damaging. The aliens will ransack your base, killing engineers and scientists and destroying credits before regular military arrive and bail you out. This mission can only happen once during a campaign, and can only occur after September.
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense.
XCOM Air Base Defense
Reward for Succeeding: None
Penalty for Failure: severe damage and/or destruction of multiple interceptors
Expiration Time: Immediate
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only Interceptor bay. This mission must be completed to avoid severe damage or destruction of your interceptors.
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say "Retaliation". Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH easier than the standard Base Defense.