Difference between revisions of "Foundry (Long War)"

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| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments
 
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments
 
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).
 
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).
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| 55
 
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!colspan="5" | Pistol Upgrades
 
!colspan="5" | Pistol Upgrades
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| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment
 
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment
 
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher
 
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher
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| Advanced Surgery
 
| Advanced Surgery

Revision as of 20:07, 23 September 2014

Stub
Pistol

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HQ Long War.jpg
Effect -
Adjacency Bonus Workshop: 5% refunds
Prerequisites -
Other -
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§- | - | - | - | 10 days
Quick
§- | - | - | - | -
Maintenance §§25/mo
Power 5


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.

Projects
Name Requirements Cost Effects Engineers
SHIV-Specific Upgrades
SHIV Repair Drone Autopsy §60, 3x Elerium, 3x Alloys, 10x Drone Wreck Reduces SHIV repair time
SHIV Defenses Mobile Power Armor §150, 30x Alloys, 2x Cyberdisk Wreck Unlocks two new utility items for SHIVs to increase their defensive capabilities
General Mechanical Unit Upgrades
Advanced Servomotors Mechtoid Autopsy §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core All SHIVs(?) and MECs are granted the Sprinter perk upon completing the project.
Unlocks Walker Servos for infantry and Elerium Turbos for MECs/SHIVs
Advanced Repair Heavy Floater Autopsy §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld Increases Interceptor and SHIV repair speed
Shaped Armor Floater Autopsy §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses Increases health of mechanised units (SHIV, MEC)
MEC Close Combat Berserker Autopsy §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse 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
SHIV Suppression Alien Weaponry §40 Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat 15
Jellied Elerium Elerium §300, 30x Elerium Increases Flamethrower damage by ~50%. 25
General Weapon Upgrades
Enhanced Ballistics Alien Materials §80, 5x Alloys Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs. 10
Enhanced Lasers Advanced Beam Lasers §150, 20x Alloys, 15x Weapon Fragments Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs. 55
Enhanced Plasma Precision Plasma Weapons §?, ? Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.
Ammo Conservation Muton Autopsy §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst). 55
Pistol Upgrades
Mag Pistols Alien Weaponry §35, 5x Weapon Fragments Increases chance of scoring a critical hit with pistols 10
Rail Pistols Gauss Weapons §90, 5x Alloys, 25x Weapon Fragments +10% Aim for pistols?
Reflex Pistols Compact Plasma Weapons §?, ?
Aerospace Improvements
Aircraft Boosters Alien Materials §50, 10x Weapon Fragments, 10x Meld Allows production of usable 'booster' items for interception 10
Elerium Afterburners Alien Propulsion §300, 15x Elerium, 15x Alloys, 2x Alien Power Source Increases Interceptor combat time.
Armored Fighters Advanced Aerospace Concepts §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld Increases Interceptor HP.
Wingtip Sparrowhawks Advanced Aerospace Concepts §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld Grants Interceptors secondary armor-piercing missiles. 55
Penetrator Weapons Advanced Aerospace Concepts §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers Increases armor penetration of air-to-air weapons.
Super Skyranger Advanced Aerospace Concepts §200, 20x Alloys Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault 35
Improved Avionics Advanced Aerospace Concepts §400, 35x Weapon Fragments, 3x UFO Flight Computers Increases Interceptor hit chance.
Stealth Satellites Stealth Systems §?, ? Decreases chance of satellites being detected by alien patrols
Supercapacitors Advanced Pulse Lasers §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment Upgrades fire rate and armor penetration of aerial Laser Cannons.
UFO Countermeasures Seeker Autopsy §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers Increases Interceptor dodge chance. 30
UFO Tracking Alien Power Systems §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions
Material Recovery
Alien Nucleonics Alien Power Systems §500, 20x Elerium, 60x Alloys, 80x Meld Increases Elerium recovery from combat.
Alien Metallurgy Alien Materials §300, 5x Elerium, 15x Alloys, 60x Meld Increases alloy salvage from crash sites by between 15 and 20 percent 20
Improved Salvage Alien Materials §200, x10 Elerium, x20 Alloys, x30 Meld Increases weapon fragment recovery from combat by 25% 20
Miscellaneous
Drone Capture EMP Weapons §?, ? Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the Drone page for more details.
Improved Arc Thrower Alien Power Systems §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments Increases stunning ability of the Arc Thrower
Tactical Rigging Muton Elite Autopsy §500, 50x Weapon Fragment, 20x Muton Elite Corpse Grants one extra item slot to soldiers.
Alien Grenades Muton Autopsy §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades
Also increases the firepower of the MEC Grenade Launcher
35
Advanced Surgery Alien Biocybernetics §600, 12x Alien Surgery, 12x Alien Stasis Tank Increases soldier healing rate by using alien technology 45
Improved Medikit Thin Man Autopsy §180, 10x Thin Man Corpses, 10x Meld Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge
Advanced Flight Antigrav Systems §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)
New Combat Systems Experimental Warfare §100, 10 Elerium, 15 Alloys Unlocks an array of new gear options in combination with other technologies and projects
SCOPE Upgrade Experimental Warfare §50, 15x Weapon Fragment SCOPE increases user's chance of scoring a critical hit by 10%
May also increase crit chance when using Laser Sight by 5%
MEC Warfare Systems Alien Biocybernetics §?, ? Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.) 20