Difference between revisions of "Difficulty (EU2012)"
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* Base global panic starts at 0 | * Base global panic starts at 0 | ||
* Most alien activity only raises panic by 1 if left unchecked | * Most alien activity only raises panic by 1 if left unchecked | ||
− | * Aliens | + | * Aliens use the Easy/Normal AI package, and aren't as numerous. |
− | * | + | * XCOM soldiers have +1 bonus HP, starting with 6 instead of 5 |
* Soldiers cost $10 | * Soldiers cost $10 | ||
− | * | + | * The XCOM base starts with an Officer Training School |
+ | * Sectoids have their health reduced by 1 compared to Normal | ||
+ | * Thin Man aliens' damage is reduced by 2, and their HP is reduced by 1 compared to Normal\ | ||
+ | * Aliens use special abilities and throw grenades extremely infrequenly | ||
= Normal = | = Normal = |
Revision as of 01:36, 24 October 2012
Starting Funds
Difficulty | North America | South America | Europa | Africa | Asia |
---|---|---|---|---|---|
Easy | §465 | §315 | |||
Normal | |||||
Classic | §300 | ||||
Impossible |
Easy
- 150% of monthly funds income
- Base global panic starts at 0
- Most alien activity only raises panic by 1 if left unchecked
- Aliens use the Easy/Normal AI package, and aren't as numerous.
- XCOM soldiers have +1 bonus HP, starting with 6 instead of 5
- Soldiers cost $10
- The XCOM base starts with an Officer Training School
- Sectoids have their health reduced by 1 compared to Normal
- Thin Man aliens' damage is reduced by 2, and their HP is reduced by 1 compared to Normal\
- Aliens use special abilities and throw grenades extremely infrequenly
Normal
- 100% of monthly funds income
- Base global panic starts at 0
- Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3
- Soldiers have no bonus hitpoints
- Soldiers cost $10
- 35 units of starting Power
- You receive officer training school
Classic
- 100% of monthly funds income
- Base global panic starts at 8 (1 per location)
- Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3
- There are more aliens per mission
- Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.
- Alien AI is unshackled
- Soldiers have -1 HP
- Soldiers cost $15
- 30 units of free electricity
- No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility
Impossible
- 100% of monthly funds income
- Base global panic starts at 16 (2 per location)
- If unchecked alien activity causes at least 2 panic, but will often cause even more
- There are even more aliens per mission
- Aliens receive bonuses: hitpoints, accuracy (10%), critical chance and/or damage (must be proven).
- Alien AI is unshackled
- Soldiers have -2 hitpoints
- Soldiers cost $15
- 30 units of free electricity
- You receive no officer training school