Difference between revisions of "Difficulty (EU2012)"

From UFOpaedia
Jump to navigation Jump to search
Line 240: Line 240:
 
|-
 
|-
 
|  
 
|  
|'''??????'''  
+
|'''The Volunteer'''  
|Hidden trophy (for the moment)
+
|Make contact with the Ethereal hive mind
 
|-
 
|-
 
|  
 
|  

Revision as of 00:40, 18 November 2012

Starting Funds

Difficulty North America South America Europe Africa Asia
Easy §465 §315 §315
Normal
Classic §300 §190 §242
Impossible §275 §165

Achievements

You Win Gain all trophies
File:No Looking Back.jpg No Looking Back Beat the game in Ironman on Classic or Impossible Difficulty
?????? Hidden trophy (for the moment)
??????? Hidden trophy (for the moment)
File:Humanity's Savior.jpg Humanity's Savior Beat the game on any difficulty
File:Earth First.jpg Earth First Beat the game on Classic difficulty
File:Our Finest Hour.jpg Our Finest Hour Complete the game on Impossible difficulty
Lone Wolf Clear a UFO Crash Site with one soldier on Classic or Impossible difficulty
Bada Boom Kill 50 aliens with explosive weapons
Welcoming Committee Kill 150 aliens
Pale Horse Kill 500 aliens
Shooting Stars Shoot down 40 UFOs
Ain't No Cavalry Comin' Have a soldier survive every mission in a full game
As a scalpel Earn the "Excellent" rating in every performance category on a terror mission
Edison In a single game, complete every research project
Angel of Death Kill an alien while flying. Single Player only
All Employees Must Wash Hands In a single game, complete every autopsy
Beyond the Veil Find a soldier with the Gift
Prisoner of War Capture a live alien
The Gate keeper Capture an outsider
X Marks the Spot Uncover the alien base's location
See All, Know All Build the Hyperwave Relay
On the Shoulders of Giants Build the Gollop Chamber
Ride the Lightning Build a Firestorm
Eye in the Sky Launch a Satellite
All Together Now Get satellite coverage over every country in one continent
Hunter/Killer In a single game, shoot down one of each alien craft
Man No More Build a suit of powered armor
?????? Hidden Trophy (for the moment)
We Happy Few Complete a mission without losing a soldier
The Hardest Road Advance on soldier to Colonel rank
Worth Every Penny Acquire 1000 credits in one month
Oppenheimer Staff the research labs with 80 scientists
One Gun at a Time Staff the engineering department with 80 engineers
Skunkworks In a single game, complete every Foundry project
You Have 5 Seconds to Comply Build a S.H.I.V
Theory... Build a laboratory
...and Practice Build a workshop
Wet Work Complete a Very Difficult abduction mission in five turns or less on Classic or Impossible
A Continental Fellow Win a game from each of the 5 starting locations
What Wonders Await Complete a research project
Up and Running Build a base facility
Combat Ready Build an item
Drums in the Deep Gain access to the lowest level in your base
Happy to Oblige Fulfil a Council request
And Hell's Coming With Me Successfully assault an overseer UFO
Off My Planet Recover a Hyperwave Beacon
Tables Turned Shoot down a UFO
And So It Begins... Complete the tutorial mission
The Volunteer Make contact with the Ethereal hive mind
?????? Hidden trophy (for the moment)

Easy

  • 150% of monthly funds income
  • Base global panic starts at 0
  • A free satellite from start
  • Most alien activity only raises panic by 1 if left unchecked
  • Aliens use the Easy/Normal AI package, and aren't as numerous.
  • No more than 5 Aliens at a time may engage the player in tactical mission
  • XCOM soldiers have +1 bonus HP, starting with 6 instead of 5
  • Soldiers cost $10
  • XCOM HQ starts 42 units of power.
  • XCOM HQ 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 hesitate to use special abilities and throw grenades

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
  • No more than 5 Aliens at a time may engage the player in tactical mission
  • Alien AI is limited (aliens can skip their turn, run away or take suboptimal moves for no reason)
  • Soldiers have standard 5 hitpoints
  • Soldiers cost $10
  • XCOM HQ has 35 units of starting power.
  • XCOM HQ starts with an Officer Training School.

Classic

  • 100% of monthly funds income
  • Base global panic starts at 8 (8 nations start with 2 panic, other 8 has 1.)
  • Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3
  • Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic
  • There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).
  • 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 (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intentionally)
  • Soldiers have -1 HP
  • Soldiers cost $15
  • XCOM HQ has 30 units of starting power
  • XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility
  • You do not start with an extra satellite
  • Satellite coverage over continents such as scientists and engineers are smaller

. Eg. Full coverage over Europe grants 4 scientist on classic but on normal it grants 8 for full satellite coverage

Impossible

  • 100% of monthly funds income
  • Base global panic starts at 16 (all nations start with 2 panic)
  • If unchecked alien activity causes at least 2 panic, but will often cause even more
  • Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic
  • There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)
  • Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP
  • Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.
  • Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)
  • Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal
  • Aliens are also not limited in terms of how many "heavy" units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)
  • Soldiers have -2 hitpoints
  • Soldiers cost $15
  • XCOM HQ has 30 units of starting power.
  • XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility
  • You do not start with an extra satellite

Ironman

The Ironman game mode disallows you from saving the game manually.

  • This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.
  • The game saves when:
    • You exit the game
    • Starting with turn 2 of combat, at the beginning of each player turn
    • When you enter mission control
    • When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)
  • This is independent of the difficulty setting, and may be enabled for any of them.
  • This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.
  • Ironman can arguably 'save you from yourself' if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well. While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.
  • You can still easilly "cheat" by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.

Miscellaneous information

  • You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.
    • (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.
  • The games cheats for you on easy and normal difficulty.
    • On normal with 4 or fewer soldiers, or easy with precisely 4:
      • Chance to hit is 120% of displayed value
      • For hits that have at least a 50% chance of hitting, chance to hit is increased by 15% (absolute) per consecutive miss, with no upper limit
      • Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.
    • On easy AND you are down to 3 or fewer soldiers:
      • Chance to hit is 120% of displayed value
      • Chance to hit is further increased by 15% (absolute) per missing squad member, under 4 (if you only brought 1 soldier, he has +45% chance to hit)
      • For hits that have at least a 50% chance of hitting, you receive another 15% (absolute) chance to hit per consecutive miss (up to 30%)
      • Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.
      • Alien chance to hit is further reduced by 25% (absolute) for each squad member missing under 4