Difference between revisions of "Dark Events (LW2)"

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(Updates based on https://docs.google.com/spreadsheets/d/1kcM-49VwQdkqsyR2RtBfzQJrDmtaw46sWdFgfrmorLw/edit#gid=974252575)
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Revision as of 19:04, 27 March 2018

Dark Events in Long War 2 come in two forms: tactical research upgrades and strategic operations. The former represent ADVENT building up the strength of its forces over time, and are permanent once applied; the latter represents the Aliens conducting operations of its own to cripple XCOM at the strategic layer, and last for a designated time frame.

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.

Tactical Research Upgrades

Over time, the ADVENT and Alien 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.

These Dark Events are permanent once triggered; 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.

Tactical Dark Events
Dark Event Units Affected Chance Project Requirement Project time to complete Weight
Scopes (+5 Aim) All ADVENT 33% None 21-28 days 5
Laser Sights (+10 Crit) All ADVENT 33% None 21-28 days 5
Firewalls (+15 Hack Def) All Mechanicals 100% None 21-28 days 5
Conditioning 1 (+1 HP) All Enemies 75% 4th Month 7-9 days 100
Conditioning 2 (+1 HP) All Enemies 75% 7th Month 7-9 days 100
Conditioning 3 (+1 HP) All Enemies 75% 10th Month 7-9 days 100
Veterans (+5 Aim) All Enemies 25% None 12-15 days 5
Defense (+5 Defense) All Enemies 33% None 12-18 days 5
Advanced Servos (+1 Mobility) All Enemies 60% Encountered MEC 18-21 days 5
Aggression
Aggression
ADVENT Stun Lancers (Mk3)
Archons
Mutons
20% Encountered Muton 14-21 days 5
Center Mass
Center Mass
All enemies 16% None 18-24 days 5
Close Combat Specialist
Close Combat Specialist
Archons 100% Encountered Archon 12-16 days 5
Combat Awareness
Combat Awareness
ADVENT Sentries 50% Encountered Sentry 14-18 days 5
Cutthroat
Cutthroat
ADVENT Stun Lancers
Faceless
67% Encountered Stun lancer 12-16 days 5
Damage Control
Damage Control
ADVENT MECs
ADVENT Turrets
Codices
Gatekeepers
Sectopods
20% Encountered Codex 14-21 days 5
Deadshot
Deadshot
ADVENT Avatars (Mk3)
Vipers, Najas, & Sidewinders
50%
Hard Target
Hard Target
Archons
Codices
Vipers, & Sidewinders
25% Encountered Viper 14-21 days 5
Hunter's Instincts
Hunter's Instincts
Vipers, Najas, Sidewinders, Avatars 33% Encountered Viper 14-18 days 5
Infighter
Infighter
ADVENT Stun Lancers
ADVENT Avatars
50% Encountered Stun lancer 8-10 days 5
Iron Skin
Iron Skin
All Robotic Enemies 100% Encountered MEC 12-16 days 5
Formidable
Formidable
ADVENT Officers
ADVENT Grenadiers
ADVENT Avatars (Mk3)
ADVENT Rocketeers (Mk2, Mk3)
ADVENT Shieldbearers (Mk2, Mk3)
Mutons (Mk2, Mk3)
15% Encountered Mk2 Officer 12-21 days 5
Grazing Fire
Grazing Fire
ADVENT Officers (Mk3)
ADVENT Gunners
ADVENT Avatars
ADVENT Sentries (Mk3)
ADVENT Troopers (Mk3)
Mutons (Mk3)
25% None 18-21 days 5
Lethal
Lethal
All Aliens 8% Encountered Gatekeeper 18-21 days 5
Lightning Reflexes
Lightning Reflexes
ADVENT Avatars
ADVENT Stun Lancers
20% Encountered Stun lancer 14-18 days 5
Resilience
Resilience
Codices 100% Encountered Codex 10-14 days 5
Sapper
Sapper
ADVENT Officers (Mk3)
Mutons
25% Encountered Muton 12-15 days 5
Shadowstep
Shadowstep
Codices 100% Encountered Codex 14-21 days 5
Shredder
Shredder
ADVENT Gunners
ADVENT Avatars
Mutons (Mk3)
15% Encountered Mk2 Officer 14-18 days 5
Tactical Sense
Tactical Sense
ADVENT Officers 50% Encountered Mk2 Officer 18-21 days 5
Will to Survive
Will to Survive
Sectoids
Vipers, Najas & Sidewinders
15% None 14-21 days 5
Viper Rounds All Advent 12% None
Greater Faceless (+4 HP, +2 Mobility, +5 Aim, +5 Def) Faceless 75% Encountered Faceless 10-14 days 5

Strategic Operations

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

Strategic Dark Events
Dark Event Description Duration Project time to complete Weight
Air Patrols Halves the Avenger's contribution to activity detection 21-28 days 8-15 days 5
Rural Checkpoints Reduces haven supply gathering by 50% 14-16 days 10-15 days 5
Counterintelligence Sweep Reduces haven intel gathering by 50% 14-16 days 12-16 days 5
Rural Propaganda Blitz Reduces haven recruiting by 50% 14-16 days 14-16 days 5
Haven Infiltration Doubles chance of new rebels being faceless 45-60 days 10-15 days 5
Minor Breakthrough Adds one doom to Avatar Project 15-20 days
Major Breakthrough Adds two doom to Avatar Project
Midnight Raids Doubles cost of new recruits
Alien Cypher Increases intel costs by 33% (25% on Rookie)
Resistance Informant Reduces detection chance for haven retaliations by 90% 21-28 days
Alien Infiltrator Adds Faceless to missions
Infestation Adds Chryssalids to missions
Rapid Response Reinforcements arrive more often in missions
Vigilance Enemies have increased detection range
Show of Force Increases the number of enemies in missions