Difference between revisions of "Alien Level (LWR)"

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* +5 for a successful [[Alien_Missions_(LWR)#Abduction|abduction mission]] (modified by Campaign Length)
 
* +5 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]]
 
* +20 for successful raid on [[Missions_(LWR)#XCOM_Base_Defence|XCOM HQ]]
* +2 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Scout|Scout]] (modified by Campaign Length) (increases by 10% per month)
+
* 50% chance for +4 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Scout|Scout]] (chance modified by Campaign Length) (increases by 10% per month)
* +3 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Raider|Raider]] (modified by Campaign Length) (increases by 10% per month)
+
* 50% chance for +6 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Raider|Raider]] (chance modified by Campaign Length) (increases by 10% per month)
* +4 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Abductor|Abductor]] (modified by Campaign Length) (increases by 10% per month)
+
* 50% chance for +8 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Abductor|Abductor]] (chance modified by Campaign Length) (increases by 10% per month)
* +5 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Terror_Ship|Terror Ship]] (modified by Campaign Length) (increases by 10% per month)
+
* 50% chance for +10 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 10% per month)
 
* +1 per lost XCOM soldier on a failed mission (killed or left behind) (modified by Campaign Length)
 
* +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
 
* +50 per incorrect accusation of a country of harboring the EXALT base

Revision as of 02:19, 25 September 2020

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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

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:

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

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