Difference between revisions of "Alien Level (LWR)"
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* -10 per successful assault on an [[Missions_(LWR)#Alien_Base_Assault|Alien Base]] | * -10 per successful assault on an [[Missions_(LWR)#Alien_Base_Assault|Alien Base]] | ||
− | * -2-12 per Combat Patrol sent out by XCOM | + | * -2-12 per Combat Patrol sent out by XCOM ([[Air_Combat_(LWR)#Combat_Patrols|Combat Patrols]]) |
==Effects of Alien Level== | ==Effects of Alien Level== |
Revision as of 14:06, 27 September 2020
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.
The formula for the alien Level is:
Level = 1 + 0.02 * (Research + Days Passed) * Difficulty Modifier(0.625/0.75/0.875/1.0)
Aliens start at Level 1 and can progress to Level 15
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 per month per country under alien control
- +5 for a successful abduction mission (modified by Campaign Length)
- +20 for successful raid on XCOM HQ
- 50% chance for +4 for a successful research mission by a landed Scout (chance modified by Campaign Length) (increases by 10% per month)
- 50% chance for +6 for a successful research mission by a landed Raider (chance modified by Campaign Length) (increases by 10% per month)
- 50% chance for +8 for a successful research mission by a landed Abductor (chance modified by Campaign Length) (increases by 10% per month)
- 50% chance for +10 for a successful research mission by a landed Terror Ship (chance modified by Campaign Length) (increases by 10% per month)
- +1 per lost XCOM soldier on a failed mission (killed or left behind) (modified by Campaign Length)
- +50 per incorrect accusation of a country of harboring the EXALT base
Decreasing Alien Research
- -10 per successful assault on an Alien Base
- -2-12 per Combat Patrol sent out by XCOM (Combat Patrols)
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.
Pod Size
The number of aliens allowed in each pod is directly dependent upon current research points:
- Small (Alien Level 1+): 2-4 aliens per pod
- Medium (Alien Level 3+): 3-6 aliens per pod
- Large (Alien Level 6+): 4-8 aliens per pod
Meld Rewards
Alien Level helps determine the rewards obtained from meld canisters.
Meld Canister Amount = 0.3 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[1, 1.3, 1.6, 2.0]
The amount of meld per canister is set to a minimum of 10 and is affected by Dynamic War.
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 |