Dark Events (LW2)

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Dark Events in Long War 2 come in two forms: Counterinsurgency Ops and Military R&D. The former represent ADVENT conducting operations to hinder XCOM's progress and bolster their own on the strategic layer. The latter represents improvements made to ADVENT's deployed troops, increasing their performance on the tactical layer; while some are temporary, most of these are permanent improvements.

Depending on difficulty, the first month Dark Events will begin to generate will be different: June for Rookie, May for Veteran and Commander, April for Legend.

Much like vanilla Dark Events, certain designated missions can be conducted to interrupt and prevent the Dark Event from occurring - but unlike vanilla, you will not be given the opportunity to do so if you do not have contact with the region the Dark Event spawns in. Since the only way to identify them is to increase your resistance network as wide as possible, it is inevitable that some Dark Events will trigger outside of your coverage regardless of how diligent of a commander you are.

Counterinsurgency Ops

ADVENT will attempt to place severe limitations on XCOM operations at the strategic level, in the same way that many Dark Events functioned in vanilla. Fortunately, while they are crippling, they are of limited duration.

These operations will only appear in regions XCOM has contact with. There can be up to two of these being developed in the world, but only one project can happen in each region without an Alien Facility. The cooldown for these operations is 21 days.

Dark Event Description Starting Weight Weight reduction per attempt Weight reduction per success Project time to complete Project duration after completion Notes
XCOM2 DarkEvent UFO.png
Air Patrols
Halves the Avenger's contribution to activity detection. 5 -1 0 8-15 days 14-16 days -
XCOM2 DarkEvent SuppliesSeized.png
Rural Checkpoints
Halves Haven supply gathering. 5 -1 0 10-15 days 14-16 days -
XCOM2 DarkEvent Crackdown.png
Counterintelligence Sweep
Halves Haven intel gathering. 5 -1 0 12-16 days 14-16 days -
XCOM2 DarkEvent SuppliesSeized.png
Rural Propaganda Blitz
Halves Haven recruiting. 5 -1 0 14-20 days 14-16 days -
XCOM2 DarkEvent Faceless.png
Haven Infiltration
Doubles chance of new rebels being faceless. 5 -1 0 10-15 days 45-60 days A Faceless needs to have been encountered for this event to happen.
XCOM2 DarkEvent Crackdown.png
Midnight Raids
Doubles cost of new recruits. 5 -2 0 10-21 days 28 days In Rookie or Veteran difficulty this event can't happen in March.
XCOM2 DarkEvent Cryptography.png
Alien Cypher
Increases intel costs by 33% (25% on Rookie). 5 -2 0 21-35 days 28 days -
XCOM2 DarkEvent Traitor.png
Resistance Informant
Reduces detection chance for haven retaliations by 90%. 5 -2 0 21-35 days 21-28 days -
XCOM2 DarkEvent UFO.png
Hunt XCOM
A UFO starts hunting the Avenger, triggering an Avenger Defense mission if the interception is successful. 10 0 -4 14-28 days 6-14 days The first month this event can happen depends on difficulty: October/September/August/July.
The interception has a fixed 50% chance to succeed if the Avenger Defense mission hasn't been triggered before, and 0/25/35/50% chance (Rookie/Veteran/Commander/Legend) if there has already been a successful interception before.
XCOM2 DarkEvent Avatar.png
Minor Breakthrough
Adds one point of Avatar Project progress to a random Alien Facility. 10 0 -2 15-20 days - If there are no Alien Facilities, the progress will be assigned to the Alien Fortress.
XCOM2 DarkEvent Avatar2.png
Major Breakthrough
Adds two points of Avatar Project progress to a random Alien Facility. 6 0 -2 21-28 days - If there are no Alien Facilities, the progress will be assigned to the Alien Fortress.

Military R&D

ADVENT will improve the quality and quantity of their deployed troops in ways parallel to Force and Strength levels through these events. Some are temporary, but others are permanent once triggered; over time, ADVENT's ground forces will gain increases in combat effectiveness, as denoted by additional perks and equipment.

Each upgrade applies to a limited set of enemy types, and only a certain random percentage of enemies will actually have the upgrade. This system serves as the Long War 2 equivalent of Long War 1's Alien Research, where aliens gain boosts to stats and bonus perks over time. In this case, however, the bonuses are random and tied to interruptible Dark Events, so you have a chance of encountering powerful upgrades early on or of stopping upgrades from occurring.

These happen in any region regardless of contact, but only one will be developed at the same time, and only in regions that don't have an Alien Facility. The cooldown for these is 12 days.

Dark Event Description Starting Weight Weight reduction per attempt Project time to complete Units Affected Chance for each Unit Notes
Vigilance Enemies have increased detection range. 5 -2 21-35 days - - This lasts for 28 days.
Alien Infiltrator Adds Faceless to missions. 5 -2 21-35 days - - A Faceless needs to have been encountered for this event to happen.
This event can happen a maximum of 3 times.
This lasts for 28 days.
Infestation Adds Chryssalids to missions. 5 -2 21-35 days - - A Chryssalid needs to have been encountered for this event to happen.
This event can happen a maximum of 3 times.
This lasts for 28 days.
Rapid Response Reinforcements arrive more often in missions. 5 -2 21-35 days - - An Advanced or Elite ADVENT Officer needs to have been encountered for this event to happen.
This lasts for 28 days.
Show of Force Increases the number of enemies in missions. 5 -2 21-35 days - - This event can only happen in Legend difficulty in June or after.
This lasts for 28 days.
Alien Conditioning Increases HP by 1. 100 0 7-9 days All Enemies 75% This event can only happen in June or after.
Alien Adaptations Increases HP by 1. 100 0 7-9 days All Enemies 75% This event can only happen in September or after.
Alien Survivability Increases HP by 1. 100 0 7-9 days All Enemies 75% This event can only happen in December or after.
ADVENT Scopes Increases Aim by 5. 5 0 21-28 days All ADVENT Units 33% -
ADVENT Laser Sights Increases Crit Chance by 10. 5 0 21-28 days All ADVENT Units 33% -
ADVENT Firewalls Increases Hack Defense by 15. 5 0 21-28 days All Robotic Units 33% -
Veteran Units Increases Aim by 5. 5 0 12-15 days All Enemies 25% -
ADVENT Alloy Padding Increases Armor by 1. 5 0 21-35 days All ADVENT Units 33% A Codex needs to have been encountered for this event to happen.
Viper Rounds Grants Venom Rounds. 5 -2 21-35 days All ADVENT Units 12% This event can only happen in May or after.
Greater Faceless Increases HP by 4, Mobility by 2, and Aim and Defense by 5. 5 0 10-14 days Faceless 75% A Faceless needs to have been encountered for this event to happen.
Tactical Upgrades: Defense Increases Defense by 5. 5 0 12-18 days All Enemies 33% -
Tactical Upgrades: Advanced Servos Increases Mobility by 1. 5 0 18-21 days All ADVENT Units 60% Any ADVENT MEC needs to have been encountered for this event to happen.
Tactical Upgrades: Aggression Grants perk:
Aggression

Aggression
5 0 14-21 days Elite Lancers
Archons
Mutons
60% A Muton or Berserker needs to have been encountered for this event to happen.
Tactical Upgrades: Center Mass Grants perk:
Center Mass

Center Mass
5 0 18-24 days All Enemies 16% -
Tactical Upgrades: Close Combat Specialist Grants perk:
Close Combat Specialist

Close Combat Specialist
5 0 12-16 days Archons 100% An Archon needs to have been encountered for this event to happen.
Tactical Upgrades: Combat Awareness Grants perk:
Combat Awareness

Combat Awareness
5 0 14-18 days ADVENT Sentries 50% An ADVENT Sentry needs to have been encountered for this event to happen.
Tactical Upgrades: Cutthroat Grants perk:
Cutthroat

Cutthroat
5 0 12-16 days ADVENT Stun Lancers
Faceless
67% An ADVENT Stun Lancer needs to have been encountered for this event to happen.
Tactical Upgrades: Damage Control Grants perk:
Damage Control

Damage Control
5 0 14-21 days ADVENT MECs
ADVENT Turrets
Codices
Gatekeepers
Sectopods
20% A Codex needs to have been encountered for this event to happen.
Tactical Upgrades: Grazing Fire Grants perk:
Grazing Fire

Grazing Fire
5 0 18-21 days Elite Officers
ADVENT Gunners
Muton Elites
ADVENT Avatars
25% -
Tactical Upgrades: Hard Target Grants perk:
Hard Target

Hard Target
5 0 14-21 days Archons
Codices
Vipers & Sidewinders
25% A Viper, Naja or Sidewinder needs to have been encountered for this event to happen.
Tactical Upgrades: Hunter's Instincts Grants perk:
Hunter's Instincts

Hunter's Instincts
5 0 14-18 days None None A Viper, Naja or Sidewinder needs to have been encountered for this event to happen.
Tactical Upgrades: Infighter Grants perk:
Infighter

Infighter
5 0 8-10 days ADVENT Stun Lancers
ADVENT Avatars
50% An ADVENT Stun Lancer needs to have been encountered for this event to happen.
Tactical Upgrades: Iron Skin Grants perk:
Iron Skin

Iron Skin
5 0 12-16 days All Robotic Units 100% Any ADVENT MEC needs to have been encountered for this event to happen.
Tactical Upgrades: Lethal Grants perk:
Lethal

Lethal
5 0 18-21 days All Alien Units 8% A Gatekeeper needs to have been encountered for this event to happen.
Tactical Upgrades: Lightning Reflexes Grants perk:
Lightning Reflexes

Lightning Reflexes
5 0 14-18 days ADVENT Stun Lancers
Chryssalids
ADVENT Avatars
20% An ADVENT Stun Lancer needs to have been encountered for this event to happen.
Tactical Upgrades: Resilience Grants perk:
Resilience

Resilience
5 0 10-14 days Codices 100% A Codex needs to have been encountered for this event to happen.
Tactical Upgrades: Shadowstep Grants perk:
Shadowstep

Shadowstep
5 0 14-21 days Codices 100% A Codex needs to have been encountered for this event to happen.
Tactical Upgrades: Shredder Grants perk:
Shredder

Shredder
5 0 14-18 days ADVENT Gunners
Muton Elites
ADVENT Avatars
16% An Advanced or Elite ADVENT Officer needs to have been encountered for this event to happen.
Tactical Upgrades: Tactical Sense Grants perk:
Tactical Sense

Tactical Sense
5 0 18-21 days ADVENT Officers 50% An Advanced or Elite ADVENT Officer needs to have been encountered for this event to happen.
Tactical Upgrades: Will to Survive Grants perk:
Will to Survive

Will to Survive
5 0 14-21 days Sectoids
Vipers, Najas & Sidewinders
15% -

Disabled Events

These upgrades are meant to be disabled in the latest version.

Dark Event Description Starting Weight Weight reduction per attempt Project time to complete Units Affected Chance for each Unit Notes
Tactical Upgrades: Deadshot Grants perk:
Deadshot

Deadshot
? ? ? Vipers, Najas & Sidewinders
ADVENT Avatars
33% The code for this event does not exist.
Tactical Upgrades: Formidable Grants perk:
Formidable

Formidable
5 0 18-21 days ADVENT Officers
ADVENT Grenadiers
Advanced/Elite ADVENT Rocketeers
Advanced/Elite ADVENT Shieldbearers
Muton Centurions and Elites
ADVENT Avatars
15% This event is coded to never be picked, but it may be picked anyways.
Demolitions Experts Grants perk:
Sapper

Sapper
5 0 12-15 days Elite ADVENT Officers
Mutons
25% This event is disabled in the code.