Difference between revisions of "Foundry (Long War)"
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Revision as of 16:57, 2 March 2015
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
Effect | Development of new combat items and improvements to current items | |||||||||
Adjacency Bonus | Workshop (+5% discount/refund) | |||||||||
Prerequisites | None | |||||||||
Other | None | |||||||||
Build costs |
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Normal |
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Quick |
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Maintenance | §25 | |||||||||
Power | 6 |
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the Equipment page.
Many foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.
Foundry Projects
Name | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||
SHIV-Specific Upgrades | ||||||||||
Field Repairs | Allows arc throwers to be used to repair SHIVS and MECs | 15 | Drone Autopsy | §100 | 10 | 10 | 10 | 50 | 14 | 10x Drone Wreck |
SHIV Defenses | Unlocks two new utility items for SHIVs to increase their defensive capabilities | 30 | Mobile Power Armor | §150 | 60 | 25 | 0 | 0 | 10 | 2x Cyberdisk Wreck |
SHIV Suppression | Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat | 15 | Alien Weaponry | §40 | 0 | 5 | 0 | 0 | 7 | - |
Sentinel Drone | Grants SHIVs the Repair Servos and Close Combat Specialist perk. | 50 | Cyberdisc Autopsy | §150 | 40 | 0 | 20 | 0 | 21 | 5x Drone Wreck, 5x UFO Flight Computer |
General Mechanical Unit Upgrades | ||||||||||
Name | Effects | Other | ||||||||
Advanced Servomotors | All SHIVs and MECs are granted the Sprinter perk upon completing the project. Unlocks Walker Servos for soldiers and Elerium Turbos for MECs/SHIVs |
45 | Mechtoid Autopsy | §300 | 60 | 0 | 40 | 35 | 14 | 8x Mechtoid Core |
Advanced Repair | Increases Interceptor and SHIV repair speed | 45 | Heavy Floater Autopsy | §500 | 100 | 0 | 0 | 40 | 21 | 4x Heavy Floater Corpse |
Shaped Armor | Increases health of mechanised units (SHIV, MEC) | 35 | Floater Autopsy | §300 | 80 | 0 | 40 | 20 | 21 | 25x Floater Corpses |
MEC Close Combat | Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 50% In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn |
50 | Berserker Autopsy | §300 | 60 | 30 | 30 | 20 | 7 | 8x Berserker Corpse |
Jellied Elerium | Increases Flamethrower damage by ~50%. | 25 | Elerium | §100 | 40 | 50 | 80 | 20 | 10 | -
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MEC Warfare Systems | Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.) | 20 | Alien Biocybernetics | §25 | 0 | 0 | 0 | 0 | 7 | - |
General Weapon Upgrades | ||||||||||
Name | Effects | Other | ||||||||
Enhanced Ballistics | Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs. | 10 | Alien Materials | §80 | 10 | 20 | 0 | 0 | 7 | - |
Enhanced Lasers | Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs. | 55 | Advanced Beam Lasers | §150 | 40 | 15 | 0 | 0 | 14 | - |
Enhanced Plasma | All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs. | 75 | Precision Plasma Weapons | §500 | 100 | 100 | 100 | 0 | 21 | 1x Plasma Dragon |
Ammo Conservation | Increases the ammo capacity of weapons by 1 shot/burst. | 75 | Muton Autopsy | §600 | 130 | 40 | 100 | 40 | 14 | 20x Muton Corpses |
Pistol Upgrades | ||||||||||
Name | Effects | Other | ||||||||
Mag Pistols | Grants + 10% Critical hit chance to all pistols | 10 | Alien Weaponry | §35 | 0 | 5 | 0 | 0 | 7 | - |
Rail Pistols | Grants +10% Aim to all pistols | 20 | Gauss Weapons | §90 | 10 | 35 | 0 | 0 | 10 | - |
Reflex Pistols | Grants +1 damage to all pistols | 35 | Compact Plasma Weapons | §145 | 30 | 60 | 30 | 0 | 14 | - |
Material Recovery | ||||||||||
Name | Effects | Other | ||||||||
Improved Salvage | Increases weapon fragment recovery from combat by 25% | 20 | Alien Materials | §200 | 40 | 0 | 20 | 20 | 14 | - |
Alien Metallurgy | Increases alloy salvage from crash sites by between 15 and 20 percent | 20 | Alien Materials | §300 | 30 | 0 | 10 | 60 | 14 | - |
Alien Nucleonics | Increases Elerium recovery from combat. | 45 | Alien Power Systems | §500 | 120 | 0 | 40 | 75 | 14 | - |
Aerospace Improvements | ||||||||||
Name | Effects | Other | ||||||||
Aircraft Boosters | Allows production of usable 'booster' items for interception | 10 | Alien Materials | §50 | 0 | 10 | 0 | 10 | 7 | - |
Elerium Afterburners | Increases Interceptor combat time. (Increases combat time by 5 seconds) |
45 | Alien Propulsion | §200 | 30 | 0 | 30 | 0 | 14 | 2x Alien Power Source |
Armored Fighters | Increases Interceptor HP. (Adds 1000 hp to all interceptors) |
30 | Advanced Aerospace Concepts | §400 | 200 | 0 | 60 | 35 | 14 | 30x Floater Corpse |
Wingtip Sparrowhawks | Grants Interceptors secondary armor-piercing missiles. (Each missile does 1/2 stingray damage) |
55 | Advanced Aerospace Concepts | §500 | 120 | 80 | 20 | 80 | 21 | - |
Penetrator Weapons | Increases armor penetration of air-to-air weapons. (Increases interceptor armor penetration by 5) |
35 | Advanced Aerospace Concepts | §300 | 80 | 45 | 0 | 0 | 14 | 3x Cyberdisc Wreck, 3x UFO Flight Computers |
Super Skyranger | Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault | 35 | Advanced Aerospace Concepts | §200 | 60 | 0 | 0 | 0 | 14 | - |
Improved Avionics | Increases Interceptor hit chance. (Increases interceptor aim by 10) |
40 | Advanced Aerospace Concepts | §400 | 10 | 50 | 0 | 0 | 14 | 3x UFO Flight Computers |
Stealth Satellites | Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second) | 115 | Stealth Systems | §1200 | 200 | 0 | 200 | 0 | 28 | 10x UFO Flight Computer, 10x Seeker Wreck |
Supercapacitors | Upgrades fire rate and armor penetration of aerial Laser Cannons. (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75) |
70 | Advanced Pulse Lasers | §800 | 200 | 100 | 200 | 50 | 21 | 6x UFO Power Source |
UFO Countermeasures | Increases Interceptor dodge chance. (Reduces UFO aim by 15) |
50 | Seeker Autopsy | §350 | 10 | 40 | 60 | 0 | 14 | 4x Seeker Wrecks, 4x UFO Flight Computer |
UFO Tracking | Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions | 40 | Alien Power Systems | §300 | 20 | 0 | 40 | 0 | 28 | 2x UFO Power Source, 2x UFO Flight Computer |
Miscellaneous | ||||||||||
Name | Effects | Other | ||||||||
Drone Capture | Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the Drone page for more details. | 75 | EMP Weapons | §350 | 0 | 100 | 10 | 0 | 21 | 50x Drone Wreck |
Improved Arc Thrower | Increases stunning ability of the Arc Thrower | 30 | Alien Power Systems | §100 | 40 | 30 | 30 | 0 | 14 | 10x Drone Wreck |
Tactical Rigging | Grants one extra item slot to soldiers. | 60 | Muton Elite Autopsy | §500 | 0 | 0 | 50 | 10 | 21 | 20x Muton Elite Corpse |
Alien Grenades | Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2 Also increases the firepower of the MEC Grenade Launcher |
35 | Muton Autopsy | §100 | 20 | 20 | 50 | 0 | 7 | 1x Alien Grenade |
Advanced Surgery | Increases soldier healing rate by using alien technology. Wound times reduced by 30%. | 45 | Alien Biocybernetics | §600 | 0 | 0 | 0 | 0 | 21 | 12x Alien Surgery, 12x Alien Stasis Tank |
Improved Medikit | Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge | 12 | Thin Man Autopsy | §180 | 0 | 0 | 0 | 10 | 7 | 20x Thin Man Corpses |
Advanced Flight | Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV) | 50 | Antigrav Systems | §325 | 40 | 0 | 40 | 0 | 14 | 2x Drone Wreck, 2x Heavy Floater Corpse, 5x Cyberdisc Wreck |
New Combat Systems | Unlocks an array of new gear options in combination with other technologies and projects | 25 | Experimental Warfare | §100 | 30 | 50 | 20 | 0 | 14 | - |
SCOPE Upgrade | SCOPE increases user's chance of scoring a critical hit chance by 10% and increases critical hit chance when using Laser Sight by 5% |
25 | Experimental Warfare | §100 | 0 | 35 | 0 | 0 | 7 | - |
Psi Warfare Systems | Unlocks special psionic gear | 25 | Xenopsionics | 100 | 0 | 30 | 20 | 20 | 14 | 12x Sectoid Corpses |
Base Security: Weapons | Blueshirts equip any spare Laser Rifles during an HQ Defense Mission | 25 | Beam Lasers | 40 | 0 | 0 | 0 | 0 | 3 | - |
Base Security: Armor | Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission | 25 | Improved Body Armor | 20 | 0 | 0 | 0 | 0 | 3 | - |