Difference between revisions of "Tech Levels (Apocalypse)"
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− | <sup>*</sup> ''Agent'' group is your total ''' |
+ | <sup>*</sup> ''Agent'' group is your total '''Tactical Missions''' score (counted when you begin a mission). |
− | <sup>*</sup> ''Vehicle'' group is your total '''UFOs Shot Down''' (counted each new day). |
+ | <sup>*</sup> ''Vehicle'' group is your total '''UFOs Shot Down''' score (counted each new day). |
==Human Tech Levels== |
==Human Tech Levels== |
Revision as of 09:20, 24 August 2016
Alien Tech Levels
As X-COM's score advances the aliens will bring more advanced weapons/equipment to arm both their soldiers and craft. Below is a table that shows the progression of alien technology, indicating the points required for each item on the different difficulty levels.
Alien Technology | Item Group* | Novice | Easy | Medium | Hard | Superhuman |
---|---|---|---|---|---|---|
Brainsucker Launcher | Agent | 0 | 0 | 0 | 0 | 0 |
Disruptor Gun | Agent | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 |
Small Disruption Shield | Vehicle | 2,000 | 1,750 | 1,500 | 1,250 | 1,000 |
Boomeroid | Agent | 2,200 | 2,200 | 2,200 | 2,200 | 2,200 |
Large Disruption Shield | Vehicle | 4,000 | 3,500 | 3,000 | 2,500 | 2,000 |
Devastator Cannon | Agent | 4,000 | 4,000 | 4,000 | 4,000 | 4,000 |
Personal Disruptor Shield | Agent | 7,000 | 6,900 | 6,800 | 6,700 | 6,600 |
Vortex Mine | Agent | 7,000 | 6,900 | 6,800 | 6,700 | 6,600 |
Cloaking Field | Vehicle | 8,000 | 7,000 | 6,000 | 5,000 | 4,000 |
Entropy Launcher | Agent | 12,000 | 11,500 | 11,000 | 10,500 | 10,000 |
Personal Cloaking Field | Agent | 12,000 | 11,500 | 11,000 | 10,500 | 10,000 |
Teleporter | Vehicle | 16,000 | 14,000 | 12,000 | 10,000 | 8,000 |
Dimension Missile Launcher | Agent | 22,000 | 21,000 | 20,000 | 19,000 | 18,000 |
Personal Teleporter | Agent | 42,000 | 39,000 | 36,000 | 33,000 | 28,000 |
* Agent group is your total Tactical Missions score (counted when you begin a mission).
* Vehicle group is your total UFOs Shot Down score (counted each new day).
Human Tech Levels
Human Organizations will also upgrade their technology as the game progresses. However, this is not tied to X-com's score. Instead, all organizations will upgrade their "Tech Level" by 1 at the beginning of each week after the first, up to a maximum of 12. In addition, an organization that gets infiltrated by the Aliens will get +3 Tech Level. Each member will be armed with one Gun, and may also have one item from both the "Grenades" and "Other" lists.
Equipment | Tech Levels | Number/Ammo Clips | Type |
---|---|---|---|
Megapol Lawpistol | 1-3 | 2-4 | Gun |
Marsec M4000 Machine Gun | 1-5 | 2-4 | Gun |
Megapol Laser Sniper Gun | 1-9 | 2-3 | Gun |
Megapol Auto Cannon/AP Ammo | 1-10 | 3 | Gun |
Megapol Auto Cannon/AP+HE Ammo | 3-7 | 2 | Gun |
Megapol Plasma Gun | 2-12 | 0-31 | Gun |
Marsec Heavy Launcher/HE missiles | 2-12 | 3 | Gun |
Marsec Minilauncher/HE missiles | 4-8 | 3 | Gun |
Disruptor Gun | 6-12 | n/a | Gun |
Devastator Cannon | 8-12 | n/a | Gun |
Megapol AP Grenade | 1-12 | 1-3 | Grenade |
Megapol Stun Grenade | 22 | 1 | Grenade |
Megapol Smoke Grenade | 1-12 | 1 | Grenade |
Marsec Proximity Mine | 3-12 | 1-2 | Grenade |
Boomeroid | 7-12 | 1 | Grenade |
Vortex Mine | 9-12 | 1 | Grenade |
Personal Disruptor Shield | 9-12 | 1 | Other |
Personal Cloaking Field | 10-12 | 1 | Other |
Disruptor Shield + Cloaking Field | 11-12 | 1+1 | Other |
1 Sometimes, only on Tech Level 5, an enemy will spawn with a Plasma Gun but no ammo. This is likely a bug. Note that the enemy may still pick up another weapon during the mission.
2 Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.
Organizations' Starting Tech Levels
- Level 1: Energen, Evonet, Extropians, Grav Ball League, Lifetree, Nutrivend, Sanctuary Clinic, Synthemesh, Technocrats
- Level 2: Cult of Sirius, General Metro, Nanotech, Sensovision, Superdynamics, Transtellar
- Level 3: Cyberweb, Government, Megapol, Mutant Alliance, S.E.L.F.
- Level 4: Diablo, Marsec, Osiron, Psyke, Solmine