Difference between revisions of "Foundry (Long War)"
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− | 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 | + | ==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. | 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. | ||
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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. | 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 | + | 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 (Long War)|Equipment]] page. |
− | Many | + | Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time. |
− | + | ==Foundry Projects== | |
− | + | ===SHIV-Specific Upgrades=== | |
− | |||
− | |||
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− | == Foundry Projects == | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |- | + | |- align="center" |
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost | !rowspan="2" | Name !! 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''' | ||
− | |||
− | |||
|- align="center" | |- align="center" | ||
| Field Repairs | | Field Repairs | ||
− | | Allows | + | | Allows Arc Throwers to be used to repair SHIVS and MECs. |
| 15 | | 15 | ||
| Drone Autopsy | | Drone Autopsy | ||
Line 104: | Line 92: | ||
| 7 | | 7 | ||
| - | | - | ||
+ | |} | ||
− | |- | + | ===General Mechanical Unit Upgrades=== |
− | !colspan=" | + | {| class="wikitable" |
+ | |- align="center" | ||
+ | !rowspan="2" | Name !! 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''' | |
|- align="center" | |- align="center" | ||
Line 138: | Line 129: | ||
|- align="center" | |- align="center" | ||
| Jellied Elerium | | Jellied Elerium | ||
− | | Changes the | + | | Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''. |
| 45 | | 45 | ||
| Elerium | | Elerium | ||
Line 164: | Line 155: | ||
|-align="center" | |-align="center" | ||
| MEC Warfare Systems | | MEC Warfare Systems | ||
− | | Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items ( | + | | 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 | ||
| Alien Biocybernetics | | Alien Biocybernetics | ||
Line 187: | Line 178: | ||
| 21 | | 21 | ||
| 25x Floater Corpse | | 25x Floater Corpse | ||
+ | |} | ||
+ | ===General Weapon Upgrades=== | ||
+ | {| class="wikitable" | ||
|- align="center" | |- align="center" | ||
− | !colspan=" | + | !rowspan="2" | Name !! 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''' | |
|-align="center" | |-align="center" | ||
| Alien Grenades | | Alien Grenades | ||
− | | Allows the use of | + | | 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 | ||
| Muton Autopsy | | Muton Autopsy | ||
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|-align="center" | |-align="center" | ||
| Enhanced Lasers | | Enhanced Lasers | ||
− | | Unlocks ''Enhanced Beam Optics'', which increases beam/pulse | + | | Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1. |
| 30 | | 30 | ||
| Advanced Beam Lasers | | Advanced Beam Lasers | ||
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|- align="center" | |- align="center" | ||
| Enhanced Plasma | | Enhanced Plasma | ||
− | | All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma | + | | All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1. |
| 120 | | 120 | ||
| Precision Plasma Weapons | | Precision Plasma Weapons | ||
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| 14 | | 14 | ||
| 2x Alien Carbine | | 2x Alien Carbine | ||
+ | |} | ||
+ | |||
+ | ===General Equipment Upgrades=== | ||
+ | {| class="wikitable" | ||
+ | |- align="center" | ||
+ | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost | ||
+ | |-align="center" | ||
+ | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
+ | |||
+ | |-align="center" | ||
+ | | Advanced Flight | ||
+ | | 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, <br /> 5x Heavy Floater Corpse, <br /> 5x Cyberdisc Wreck | ||
+ | |||
+ | |-align="center" | ||
+ | | Drone Capture | ||
+ | | XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). | ||
+ | | 95 | ||
+ | | EMP Weapons | ||
+ | | §350 | ||
+ | | 0 | ||
+ | | 100 | ||
+ | | 10 | ||
+ | | 0 | ||
+ | | 21 | ||
+ | | 50x Drone Wreck | ||
|-align="center" | |-align="center" | ||
− | + | | 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 | ||
+ | |||
|-align="center" | |-align="center" | ||
− | ! |Name|| | + | | Improved Medikit |
+ | | 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 | ||
+ | |||
+ | |-align="center" | ||
+ | | New Combat Systems | ||
+ | | Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects. | ||
+ | | 30 | ||
+ | | Experimental Warfare | ||
+ | | §100 | ||
+ | | 30 | ||
+ | | 50 | ||
+ | | 20 | ||
+ | | 0 | ||
+ | | 14 | ||
+ | | - | ||
+ | |||
+ | |-align="center" | ||
+ | | Psi Warfare Systems | ||
+ | | Like ''New Combat Systems'', unlocks an assortment of psionic special equipment. | ||
+ | | 40 | ||
+ | | Xenopsionics | ||
+ | | §100 | ||
+ | | 0 | ||
+ | | 30 | ||
+ | | 20 | ||
+ | | 40 | ||
+ | | 14 | ||
+ | | 12x Sectoid Corpse | ||
+ | |||
+ | |-align="center" | ||
+ | | SCOPE Upgrade | ||
+ | | 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 | ||
+ | |||
+ | |-align="center" | ||
+ | | Tactical Rigging | ||
+ | | Grants one extra item slot to soldiers. | ||
+ | | 80 | ||
+ | | Muton Elite Autopsy | ||
+ | | §500 | ||
+ | | 100 | ||
+ | | 100 | ||
+ | | 0 | ||
+ | | 60 | ||
+ | | 21 | ||
+ | | 20x Muton Elite Corpse | ||
+ | |} | ||
+ | |||
+ | ===Pistol Upgrades=== | ||
+ | {| class="wikitable" | ||
+ | |- align="center" | ||
+ | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost | ||
+ | |-align="center" | ||
+ | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
|-align="center" | |-align="center" | ||
Line 314: | Line 423: | ||
| 14 | | 14 | ||
| 1x Alien Pistol | | 1x Alien Pistol | ||
+ | |} | ||
+ | ===Material Recovery=== | ||
+ | {| class="wikitable" | ||
+ | |- align="center" | ||
+ | !rowspan="2" | Name !! 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''' | |
− | |||
− | |||
|-align="center" | |-align="center" | ||
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| 14 | | 14 | ||
| - | | - | ||
+ | |} | ||
+ | |||
+ | ===Base Security Upgrades=== | ||
+ | {| class="wikitable" | ||
+ | |- align="center" | ||
+ | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost | ||
+ | |-align="center" | ||
+ | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other''' | ||
+ | |||
+ | |-align="center" | ||
+ | | Advanced Surgery | ||
+ | | Decreases soldier wound times by 30%. | ||
+ | | 45 | ||
+ | | Alien Biocybernetics | ||
+ | | §600 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 21 | ||
+ | | 12x Alien Stasis Tank,<br /> 12x Alien Surgery | ||
+ | |||
+ | |-align="center" | ||
+ | | Base Security: Armor | ||
+ | | Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. | ||
+ | | 25 | ||
+ | | Improved Body Armor | ||
+ | | §20 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 3 | ||
+ | | - | ||
|-align="center" | |-align="center" | ||
− | !colspan=" | + | | Base Security: Weapons |
+ | | Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. | ||
+ | | 25 | ||
+ | | Beam Lasers | ||
+ | | §40 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 3 | ||
+ | | - | ||
+ | |} | ||
+ | |||
+ | ===Aerospace Improvements=== | ||
+ | {| class="wikitable" | ||
+ | |- align="center" | ||
+ | !rowspan="2" | Name !! 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''' | |
|-align="center" | |-align="center" | ||
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|-align="center" | |-align="center" | ||
| Phoenix Coilguns | | Phoenix Coilguns | ||
− | | Increases the | + | | Increases the Phoenix Cannon's damage by 90 and armor penetration by 13. |
| 50 | | 50 | ||
| Gauss Weapons | | Gauss Weapons | ||
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|-align="center" | |-align="center" | ||
| Supercapacitors | | Supercapacitors | ||
− | | Upgrades | + | | Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75. |
| 70 | | 70 | ||
| Advanced Pulse Lasers | | Advanced Pulse Lasers | ||
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|-align="center" | |-align="center" | ||
| Wingtip Sparrowhawks | | Wingtip Sparrowhawks | ||
− | | Grants interceptors secondary armor-piercing missiles (1/2 | + | | Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons. |
| 50 | | 50 | ||
| Advanced Aerospace Concepts | | Advanced Aerospace Concepts | ||
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| 21 | | 21 | ||
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Revision as of 01:11, 9 July 2015
This page may be outdated. It is up-to-date for version b15. 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 |
| |||||||||
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 | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||
Advanced Flight | 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 | XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). | 95 | EMP Weapons | §350 | 0 | 100 | 10 | 0 | 21 | 50x 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 | 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 | Like New Combat Systems, unlocks an assortment of psionic special equipment. | 40 | Xenopsionics | §100 | 0 | 30 | 20 | 40 | 14 | 12x Sectoid Corpse |
SCOPE Upgrade | 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 | Grants one extra item slot to soldiers. | 80 | Muton Elite Autopsy | §500 | 100 | 100 | 0 | 60 | 21 | 20x Muton Elite Corpse |