Difference between revisions of "Alien Level (LWR)"
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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]]. | 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 the alien '''Level''' is: | + | '''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''']] |
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+ | The formula for the alien '''Level''' of 1 to 10 is: | ||
<div style="max-width: 700px;"> | <div style="max-width: 700px;"> | ||
− | '''Level''' = 1 + 0.02 * ('''Research''' + '''Days Passed''') * '''Difficulty Modifier'''(0. | + | '''Level''' = 1 + 0.02 * ('''Research''' + '''Days Passed''') * '''Difficulty Modifier'''(0.8/0.9/1.0/1.1/1.2) |
</div> | </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== | ==Effects of Alien Level== | ||
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* If Alien Level is 8-14, alien missions cost <span style="color:orange">72%</span> of required resources. | * If Alien Level is 8-14, alien missions cost <span style="color:orange">72%</span> of required resources. | ||
* If Alien Level is 15+, alien missions cost <span style="color:red">40%</span> of required resources. | * If Alien Level is 15+, alien missions cost <span style="color:red">40%</span> of required resources. | ||
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=== Meld Rewards === | === Meld Rewards === | ||
Alien Level helps determine the rewards obtained from meld canisters. | Alien Level helps determine the rewards obtained from meld canisters. | ||
− | <div style="max-width: | + | <div style="max-width: 1100px;"> |
− | Meld Canister Amount = 0. | + | Meld Canister Amount = 0.6 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[0.66, 1, 1.33, 1.66, 2.0] |
</div> | </div> | ||
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+ | == 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. | ||
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+ | === Increasing Alien Research === | ||
+ | |||
+ | * +2 x (defected_countries ^ 0.5) each month | ||
+ | * +4 for a successful [[Alien_Missions_(LWR)#Abduction|abduction mission]] (modified by Campaign Length) | ||
+ | * +20 for successful raid on [[Missions_(LWR)#XCOM_Base_Defence|XCOM HQ]] | ||
+ | * +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) | ||
+ | * +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) | ||
+ | * +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) | ||
+ | * +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) | ||
+ | * +50 per incorrect accusation of a country of harboring the EXALT base | ||
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+ | === Decreasing Alien Research === | ||
+ | |||
+ | * -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
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:
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
- -10 per successful assault on an Alien Base