Difference between revisions of "Foundry (Long War)"
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− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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| Sentinel Drone | | Sentinel Drone | ||
+ | | - | ||
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk. | | Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk. | ||
| 50 | | 50 | ||
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|- align="center" | |- align="center" | ||
| SHIV Suppression | | SHIV Suppression | ||
+ | | Weapons | ||
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''. | | Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''. | ||
| 15 | | 15 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|- align="center" | |- align="center" | ||
| Advanced Repair | | Advanced Repair | ||
+ | | Cybernetics | ||
| Increases interceptor, SHIV, and item repair speed. | | Increases interceptor, SHIV, and item repair speed. | ||
| 45 | | 45 | ||
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|- align="center" | |- align="center" | ||
| Advanced Servomotors | | Advanced Servomotors | ||
+ | | Cybernetics | ||
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs. | | All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs. | ||
| 45 | | 45 | ||
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|- align="center" | |- align="center" | ||
| Field Repairs | | Field Repairs | ||
+ | | - | ||
| Allows Arc Throwers to be used to repair SHIVS and MECs. | | Allows Arc Throwers to be used to repair SHIVS and MECs. | ||
| 15 | | 15 | ||
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|- align="center" | |- align="center" | ||
| Jellied Elerium | | Jellied Elerium | ||
+ | | Cybernetics | ||
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''. | | Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''. | ||
| 45 | | 45 | ||
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|- align="center" | |- align="center" | ||
| MEC Close Combat | | MEC Close Combat | ||
+ | | Cybernetics | ||
| 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. | | 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 | | 50 | ||
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|-align="center" | |-align="center" | ||
| MEC Warfare Systems | | MEC Warfare Systems | ||
+ | | Cybernetics | ||
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (Railgun, stronger MEC suits, Flamethrower, etc.). | | Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (Railgun, stronger MEC suits, Flamethrower, etc.). | ||
| 20 | | 20 | ||
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|- align="center" | |- align="center" | ||
| Mechanized Unit Defenses | | Mechanized Unit Defenses | ||
+ | | Armor | ||
| Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities. | | Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities. | ||
| 30 | | 30 | ||
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|- align="center" | |- align="center" | ||
| Shaped Armor | | Shaped Armor | ||
+ | | Armor | ||
| Increases health of mechanized units (SHIV, MEC) by 3. | | Increases health of mechanized units (SHIV, MEC) by 3. | ||
| 35 | | 35 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|-align="center" | |-align="center" | ||
| Alien Grenades | | Alien Grenades | ||
+ | | - | ||
| Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.<br>Bonuses also apply to the MEC Grenade Launcher. | | Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.<br>Bonuses also apply to the MEC Grenade Launcher. | ||
| 35 | | 35 | ||
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|-align="center" | |-align="center" | ||
| Ammo Conservation | | Ammo Conservation | ||
+ | | Weapons | ||
| Increases the ammo capacity of weapons by 1 shot/burst. | | Increases the ammo capacity of weapons by 1 shot/burst. | ||
| 60 | | 60 | ||
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|-align="center" | |-align="center" | ||
| Enhanced Ballistics | | Enhanced Ballistics | ||
+ | | Weapons | ||
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1. | | Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1. | ||
| 10 | | 10 | ||
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|-align="center" | |-align="center" | ||
| Enhanced Lasers | | Enhanced Lasers | ||
+ | | Laser Weapons<br>Weapons | ||
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1. | | Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1. | ||
| 30 | | 30 | ||
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|- align="center" | |- align="center" | ||
| Enhanced Plasma | | Enhanced Plasma | ||
+ | | Plasma Weapons<br>Weapons | ||
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1. | | All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1. | ||
| 120 | | 120 | ||
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|-align="center" | |-align="center" | ||
| Quenchguns | | Quenchguns | ||
+ | | Gauss Weapons<br>Weapons | ||
| Doubles the DR reduction of gauss weapons to 0.67. | | Doubles the DR reduction of gauss weapons to 0.67. | ||
| 60 | | 60 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|-align="center" | |-align="center" | ||
| Advanced Flight | | Advanced Flight | ||
+ | | Aerospace | ||
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the ''Fuel Cell'' item. | | Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the ''Fuel Cell'' item. | ||
| 50 | | 50 | ||
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|-align="center" | |-align="center" | ||
| Drone Capture | | Drone Capture | ||
+ | | Cybernetics | ||
| XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). | | XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). | ||
| 75 | | 75 | ||
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|-align="center" | |-align="center" | ||
| Improved Arc Thrower | | Improved Arc Thrower | ||
+ | | - | ||
| Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP). | | Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP). | ||
| 30 | | 30 | ||
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|-align="center" | |-align="center" | ||
| Improved Medikit | | Improved Medikit | ||
+ | | Cybernetics | ||
| Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge. | | Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge. | ||
| 12 | | 12 | ||
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|-align="center" | |-align="center" | ||
| New Combat Systems | | New Combat Systems | ||
+ | | - | ||
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects. | | Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects. | ||
| 30 | | 30 | ||
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|-align="center" | |-align="center" | ||
| Psi Warfare Systems | | Psi Warfare Systems | ||
+ | | Psionics | ||
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment. | | Like ''New Combat Systems'', unlocks an assortment of psionic special equipment. | ||
| 40 | | 40 | ||
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|-align="center" | |-align="center" | ||
| SCOPE Upgrade | | SCOPE Upgrade | ||
+ | | Weapons | ||
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. | | Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. | ||
| 25 | | 25 | ||
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|-align="center" | |-align="center" | ||
| Tactical Rigging | | Tactical Rigging | ||
+ | | Armor | ||
| Grants one extra item slot to soldiers. | | Grants one extra item slot to soldiers. | ||
| 80 | | 80 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|-align="center" | |-align="center" | ||
| Mag Pistols | | Mag Pistols | ||
+ | | Weapons | ||
| Grants +8% critical hit chance to all pistols. | | Grants +8% critical hit chance to all pistols. | ||
| 10 | | 10 | ||
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|-align="center" | |-align="center" | ||
| Rail Pistols | | Rail Pistols | ||
+ | | Gauss Weapons<br>Weapons | ||
| Grants +8% aim to all pistols. | | Grants +8% aim to all pistols. | ||
| 20 | | 20 | ||
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|-align="center" | |-align="center" | ||
| Reflex Pistols | | Reflex Pistols | ||
+ | | Plasma Weapons<br>Weapons | ||
| Grants +1 base damage to all pistols. | | Grants +1 base damage to all pistols. | ||
| 35 | | 35 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|-align="center" | |-align="center" | ||
| Improved Salvage | | Improved Salvage | ||
+ | | - | ||
| Increases weapon fragment recovery by 20%. | | Increases weapon fragment recovery by 20%. | ||
| 20 | | 20 | ||
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|-align="center" | |-align="center" | ||
| Alien Metallurgy | | Alien Metallurgy | ||
+ | | - | ||
| Increases alien alloy recovery by 20%. | | Increases alien alloy recovery by 20%. | ||
| 20 | | 20 | ||
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|-align="center" | |-align="center" | ||
| Alien Nucleonics | | Alien Nucleonics | ||
+ | | - | ||
| Increases elerium recovery by 20%. | | Increases elerium recovery by 20%. | ||
| 45 | | 45 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|-align="center" | |-align="center" | ||
| Advanced Surgery | | Advanced Surgery | ||
+ | | Cybernetics | ||
| Decreases soldier wound times by 30%. | | Decreases soldier wound times by 30%. | ||
| 45 | | 45 | ||
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|-align="center" | |-align="center" | ||
| Base Security: Armor | | Base Security: Armor | ||
+ | | - | ||
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. | | Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. | ||
| 25 | | 25 | ||
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|-align="center" | |-align="center" | ||
| Base Security: Weapons | | Base Security: Weapons | ||
+ | | - | ||
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. | | Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. | ||
| 25 | | 25 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !rowspan="2" | Name | + | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-align="center" | |-align="center" | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
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|-align="center" | |-align="center" | ||
| Aircraft Boosters | | Aircraft Boosters | ||
+ | | Aerospace<br>Laser Weapons | ||
| Allows production of one-time 'boosters' for interception. | | Allows production of one-time 'boosters' for interception. | ||
| 10 | | 10 | ||
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|-align="center" | |-align="center" | ||
| Armored Fighters | | Armored Fighters | ||
+ | | Aerospace<br>Armor | ||
| Increases all interceptor HP by 1000. | | Increases all interceptor HP by 1000. | ||
| 30 | | 30 | ||
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|-align="center" | |-align="center" | ||
| Elerium Afterburners | | Elerium Afterburners | ||
+ | | Aerospace | ||
| Increases interceptor combat time by 5 seconds. | | Increases interceptor combat time by 5 seconds. | ||
| 45 | | 45 | ||
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|-align="center" | |-align="center" | ||
| Improved Avionics | | Improved Avionics | ||
+ | | Aerospace | ||
| Increases interceptor aim by 10. | | Increases interceptor aim by 10. | ||
| 40 | | 40 | ||
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|-align="center" | |-align="center" | ||
| Penetrator Weapons | | Penetrator Weapons | ||
+ | | Aerospace | ||
| Increases armor penetration of air weapons by 5. | | Increases armor penetration of air weapons by 5. | ||
| 35 | | 35 | ||
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|-align="center" | |-align="center" | ||
| Phoenix Coilguns | | Phoenix Coilguns | ||
+ | | Gauss Weapons | ||
| Increases the Phoenix Cannon's damage by 90 and armor penetration by 13. | | Increases the Phoenix Cannon's damage by 90 and armor penetration by 13. | ||
| 50 | | 50 | ||
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|-align="center" | |-align="center" | ||
| Stealth Satellites | | Stealth Satellites | ||
+ | | - | ||
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second). | | Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second). | ||
| 115 | | 115 | ||
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|-align="center" | |-align="center" | ||
| Supercapacitors | | Supercapacitors | ||
+ | | Laser Weapons | ||
| Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75. | | Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75. | ||
| 70 | | 70 | ||
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|-align="center" | |-align="center" | ||
| Super Skyranger | | Super Skyranger | ||
+ | | Aerospace | ||
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault. | | Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault. | ||
| 35 | | 35 | ||
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|-align="center" | |-align="center" | ||
| UFO Countermeasures | | UFO Countermeasures | ||
+ | | Aerospace | ||
| Increases interceptor dodge chance by +15%. | | Increases interceptor dodge chance by +15%. | ||
| 50 | | 50 | ||
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|-align="center" | |-align="center" | ||
| UFO Scanners | | UFO Scanners | ||
+ | | - | ||
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete. | | Add UFO HP display to the interception screen for UFO classes that have their analyses complete. | ||
| 40 | | 40 | ||
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|-align="center" | |-align="center" | ||
| UFO Tracking | | UFO Tracking | ||
+ | | Aerospace | ||
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions. | | Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions. | ||
| 40 | | 40 | ||
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|-align="center" | |-align="center" | ||
| Wingtip Sparrowhawks | | Wingtip Sparrowhawks | ||
+ | | Aerospace<br>Gauss Weapons | ||
| Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons. | | Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons. | ||
| 50 | | 50 |
Revision as of 01:13, 28 June 2016
Effect | Development of new combat items and improvements to current items | |||||||||
Adjacency Bonus | Workshop (+5% discount/refund) | |||||||||
Prerequisites | None | |||||||||
Other | None | |||||||||
Build costs |
| |||||||||
Normal |
| |||||||||
Quick |
| |||||||||
Maintenance | §25 | |||||||||
Power | 6 |
Overview
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
SHIV-Specific Upgrades
General Mechanical Unit Upgrades
General Weapon Upgrades
General Equipment Upgrades
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Advanced Flight | Aerospace | Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the Fuel Cell item. | 50 | Antigrav Systems | §325 | 40 | 0 | 40 | 0 | 14 | 5x Drone Wreck, 5x Heavy Floater Corpse, 5x Cyberdisc Wreck |
Drone Capture | Cybernetics | XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). | 75 | EMP Weapons | §100 | 0 | 50 | 10 | 0 | 14 | 30x Drone Wreck |
Improved Arc Thrower | - | Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP). | 30 | Alien Power Systems | §100 | 40 | 30 | 40 | 0 | 14 | 10x Drone Wreck |
Improved Medikit | Cybernetics | Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge. | 12 | Thin Man Autopsy | §180 | 0 | 0 | 0 | 20 | 7 | 20x Thin Man Corpse |
New Combat Systems | - | Unlocks an array of new gear options in combination with other technologies and projects. | 30 | Experimental Warfare | §100 | 30 | 50 | 20 | 0 | 14 | - |
Psi Warfare Systems | Psionics | Like New Combat Systems, unlocks an assortment of psionic special equipment. | 40 | Xenopsionics | §100 | 0 | 30 | 20 | 40 | 14 | 12x Sectoid Corpse |
SCOPE Upgrade | Weapons | Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. | 25 | Experimental Warfare | §100 | 0 | 35 | 0 | 0 | 7 | 1x SCOPE |
Tactical Rigging | Armor | Grants one extra item slot to soldiers. | 80 | Muton Elite Autopsy | §500 | 100 | 100 | 0 | 60 | 21 | 20x Muton Elite Corpse |