Difficulty (LWR)

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Expectations

LWR Easy is easier than Long War 1.0 Normal.

LWR Classic is similar to Long War 1.0 Classic.

LWR Brutal is around as hard as Long War 1.0 Impossible.

LWR Impossible is tough, unforgiving, and will sometimes feel Impossible.

Playing Ironman is like jumping all the difficulties up another notch.

It's probably best to start out a little easier if you've never played LWR before.

Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating.

Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).

If you are wondering how your campaign is faring (especially after a few squad wipes), use the grade the council gives you at the end of the month as a good indicator. This grade reflects how well you are doing in your campaign and how likely you are to pass it. C or higher is a good grade.

Last, if you feel like being masochistic and decide to play on impossible: please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.

Difficulty Levels

In Long War Rebalance, difficulty levels scale many different aspects of the game. Difficulty level can also affects perks like the effectiveness of the Outsiders' Growth ability.

To select the Pain difficulty you must click down on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.

Vigilo Confido shield.png
 Strategic Changes
Difficulty
Research required
XCOM Research Speed
ABILITY LEAD BY EXAMPLE (EU2012).png
Alien Level Up Speed
PENALTY PANICKED.png
Initial Panic
PENALTY PANICKED.png
Panic Reduction per Defector
Meld
Starting Power
Credits Long War.png
Home Country Daily Credits
Alien Alloys
UFO Alloy Yield
Elerium
UFO Elerium Yield
Weapon Fragments
Fragment Yields
Meld
Meld Yields
Health Long War.png
UFO HP
Damage Long War.png
Injury and Fatigue Times
RANK SQUADDIE.png
Monthly Soldiers
Fire In The Hole.png
Starting SHIVs
Easy 150% 80% 500 6 45 60 100% 100% 100% 100% 50% 80% 3 4
Classic 133% 90% 600 5 40 55 80% 80% 83% 83% 60% 90% 2 3
Brutal 117% 100% 700 4 35 50 60% 60% 67% 67% 80% 100% 1 2
Impossible 100% 110% 800 3 30 45 50% 50% 50% 50% 100% 110% 0 1
Pain 83% 120% 900 2 25 40 40% 40% 33% 33% 120% 120% 0 0
Head red 2.png
  Alien Changes
Difficulty Damage Long War.png
Base Damage
Health Long War.png
Base HP
HEAVY WILLTOSURVIVE.png
Base DR
Aim Long War.png
Aim
Will Long War.png
Will
Mobility Long War.png
Mobility
Defense Long War.png
Base Defense
ABILITY LEAD BY EXAMPLE (EU2012).png
Alien Level
Attribute Gains
ALIEN LAUNCH.png
OW Chance
(Drop-in/Launch)
MEC AUTOMATED THREAT ASSESSMENT.png
Prepared Chance (0/1/2 Active)
ABILITY GHOST.png
Sneak Mode / CR when no LoS
RANK SQUADDIE.png
Temple Squad Size
Easy -2 50% 50% -20 -20 -1.3 50% 25% 25% 0/0/0% No 11
Classic -1 75% 75% -10 -10 -0.6 75% 50% 50% 10/0/0% No 10
Brutal 0 100% 100% 0 0 0 100% 75% 75% 35/10/0% No 9
Impossible* +1 125% 125% +10 +10 +0.6 125% 100% 100% 100/35/10% Yes 8
Pain* +2 150% 150% +20 +20 +1.3 150% 125% 100% 100% Yes 7
First Mission Alien Count
Difficulty Sectoids/Drones Outsiders
Easy 5 -
Classic 6 -
Brutal 6 1
Impossible 7 1
Pain 8 2

Difficulty Curve

Long War Rebalance is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.

In general, Easy difficulty is easier and Impossible is harder (vs Long War 1.0). Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to.

The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. The exception to this is impossible level difficulty that starts off extremely difficult and continues at that level throughout the entire campaign.