Engineering (LWR)

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Revision as of 10:13, 22 January 2021 by Hazardass (talk | contribs) (→‎The Foundry: Added Foundry project table (LWR v1.29.20 DGC.ini). 'Credit type' data column is from LW1.0 and will need to be updated.)
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In General

The Engineering Bay houses the engineering team, headed by Dr. Shen.

Build/Buy Items

Here you can build or purchase items that you have the resources for.

Item Fabrication Capacity

The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every workshop.

Rushing

Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.

Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: Scientists and Engineers)

Build Facilities

The Foundry

SHIV-Specific Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV Advancements Weapons Grants SHIVs Repair Servos [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and Suppression [Fire a barrage that pins down a target]. Also unlocks the Targeting Motor which grants +10 aim and Mayhem [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush]. 15 Alien Weaponry §40 0 120 0 50 7 10x Drone Wrecks
SHIV Advancements II - Grants SHIVs Damage Control [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and Close Combat Specialist [Fire a reaction shot against enemies within 4 tiles if they move]. 30 Cyberdisc Autopsy §150 65 240 10 80 21 2x Drone Wreck,
2x Cyberdisc Wreck

General Mechanical Unit Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Repair Cybernetics Reduces aircraft, MEC, SHIV, and item repair times by 30%. 45 Heavy Floater Autopsy §300 190 0 0 40 21 10x Heavy Floater Corpse
Advanced Servomotors Cybernetics All SHIVs gain Sprinter perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. 20 Mechtoid Autopsy §10 320 120 0 0 10 12x Mechtoid Core
Jellied Elerium Cybernetics Increases the damage of grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the Incinerator Module [Grants +5 damage and +1 ammo to the flamethrower]. 45 Elerium §100 0 140 90 20 10 20x Chryssalid Carcass
MEC Warfare Systems Cybernetics Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items. 20 Alien Biocybernetics §20 0 20 0 0 3 4x Seeker Wreck
Mechanized Unit Defenses Armor Unlocks the Alloy Carbide Plating item (and with Advanced Power Armor, the Core Plating item) for MECs and SHIVs to increase their defensive capabilities. 30 Advanced Body Armor §10 10 15 0 10 10 2x Mechtoid Core
Shaped Armor Armor Increases HP of mechanized units (SHIV, MEC) by 3. 35 Floater Autopsy §200 150 0 20 40 21 30x Floater Corpse

General Weapon Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Alien Grenades - Allows the use of Alien Grenades and grants AP and HE grenades additional damage equal to 50% of their weapon damage. 30 Muton Autopsy §300 20 150 30 30 14 1x Alien Grenade (from live capture)
Ammo Conservation Weapons Increases the ammo capacity of carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. 60 Muton Autopsy §150 320 450 0 20 14 30x Muton Corpse
Beam Strengthening Weapons Grants +1 to critical hit damage with all primary laser and pulse weapons. 45 Experimental Warfare §350 90 180 60 15 14 6x UFO Power Source
Condensed Plasma Plasma Weapons
Weapons
Increases the damage of grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion. 90 Light Plasma Weapons §200 20 400 50 0 55 20x Muton Elite Corpse
Enhanced Ballistics Weapons Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1. 10 Alien Materials §20 10 30 0 0 7 -
Enhanced Lasers Laser Weapons
Weapons
Unlocks the Enhanced Beam Optics item which increases beam/pulse Laser weapons damage by 1. 10 Beam Lasers §20 0 90 10 0 7 -
Quenchguns Gauss Weapons
Weapons
Grants +1 penetration to shots against mechanical units to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6). 35 Advanced Gauss Weapons §250 260 260 20 10 14 30x Muton Corpse

General Equipment Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Flight Aerospace Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV). 50 Antigrav Systems §500 80 0 40 0 14 8x Drone Wreck,
8x Heavy Floater Corpse,
8x Cyberdisc Wreck
Elerium Batteries - Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker. 30 Alien Power Systems §100 35 90 10 0 14 30x Drone Wreck
Improved Medikit Cybernetics Increases Medikit healing to 4 HP per charge. 12 Thin Man Autopsy §200 0 0 0 50 7 40x Thin Man Corpse
New Combat Systems - Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §200 30 120 20 0 14 8x Thin Man Corpse
Psi Warfare Systems Psionics Unlocks an assortment of psionic special equipment. 50 Xenopsionics §200 0 30 20 40 14 10x Sectoid Corpse
Tactical Rigging Armor Grants one extra equipment slot to soldiers. 20 Muton Elite Autopsy §50 10 120 30 30 21 20x Sectoid Corpse

Pistol Upgrades

These upgrades apply to all pistols and machine pistols.

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
High-Capacity Pistols Weapons Grants 1 additional ammo to all pistols. 10 Alien Weaponry §100 25 210 0 0 7 -
Rail Pistols Gauss Weapons
Weapons
Grants 10 aim to all pistols. 20 Gauss Weapons §150 10 80 0 0 10 10x Seeker Wreck
Reflex Pistols Plasma Weapons
Weapons
Grants 1 base damage to all pistols. 35 Compact Plasma Weapons §250 30 90 30 0 14 10x Heavy Floater Corpse

Material Recovery

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Improved Salvage - Increases weapon fragment recovery from missions and destroyed UFOs by 50%. 20 Alien Materials §1000 0 30 0 50 14 20x Thin Man Corpse
Alien Metallurgy - Increases alien alloy recovery from missions and destroyed UFOs by 50%. 30 Alien Materials §1000 10 0 0 50 14 30x Drone Wreck
Alien Nucleonics - Increases elerium recovery from missions and destroyed UFOs by 50%. 45 Alien Materials §1000 0 0 10 50 14 30x Sectoid Corpse

Base Security Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Surgery Cybernetics Decreases soldier wound times by 15%. 45 Alien Biocybernetics §600 0 0 0 0 21 8x Alien Stasis Tank,
8x Alien Surgery
XCOM Security: Armor - Any spare advanced armor will be equipped by base security personnel during a HQ defense mission. 25 Improved Body Armor §80 0 20 0 0 3 -
XCOM Security: Guns - Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission. 25 Beam Lasers §100 0 20 0 0 3 -

Aerospace Improvements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Aerospace
Laser Weapons
Allows production of one-time 'boosters' for interception. 10 Alien Materials §350 0 300 0 10 7 30x Seeker Wreck
Armored Fighters Aerospace
Armor
Increases interceptor and firestorm HP by 15%. 30 Advanced Aerospace Concepts §200 60 100 0 25 14 30x Floater Corpse
Elerium Afterburners Aerospace Increases aircraft combat time by 5 seconds. 45 Alien Propulsion §200 60 0 60 0 14 8x UFO Power Source
Improved Avionics Aerospace Increases aircraft aim by 5. 40 Advanced Aerospace Concepts §400 160 120 0 0 14 10x UFO Flight Computer
Penetrator Weapons Aerospace Increases penetration of air weapons by 15%. 35 Advanced Aerospace Concepts §80 260 220 0 0 14 8x Cyberdisc Wreck
8x UFO Flight Computer
Phoenix Coilguns Gauss Weapons Upgrades phoenix cannon penetration to 100% (from 50%). 15 Gauss Weapons §40 10 10 0 10 7 2x UFO Power Source
Stealth Satellites - Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second). 65 Stealth Systems §50 110 0 10 0 8 2x UFO Flight Computer
Supercapacitors Laser Weapons Increases laser cannon damage from 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the Reaper Pack, and increases the Arc Rifle's bonus damage against mechanical units to +10 (from +6). 50 Advanced Pulse Lasers §200 300 280 40 30 21 4x UFO Power Source
UFO Countermeasures Aerospace Increases aircraft dodge chance by 5%. 50 Seeker Autopsy §150 40 150 10 0 14 8x Seeker Wreck
8x UFO Flight Computer
UFO Scanners - Increase interception time by 10% and add UFO HP estimates to the interception screen. 10 Advanced Aerospace Concepts §50 0 10 0 0 5 2x UFO Flight Computer
UFO Tracking Aerospace Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions. 40 Alien Power Systems §300 60 0 10 0 28 2x UFO Flight Computer

Repair Bay

Items can be damaged when a unit is wounded during a battle.

They require 80% of their original build time and 50% of their original build cost to repair. Repairing does not affect item fabrication capacity.

Augment Soldiers

Augment up to 1 soldier at a time to become a MEC. For more information click here: MEC Augmentation