Foundry (Long War)

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Foundry.jpg
Effect Development of new combat items and improvements to current items
Adjacency Bonus Workshop
(+5% discount/refund)
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 10 | 9
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

Projects
Name Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV-Specific Upgrades
SHIV Repair Allows arc throwers to be used to repair SHIVS (and MECs) 15 Drone Autopsy §100 5 10 5 0 14 10x Drone Wreck
SHIV Defenses Unlocks two new utility items for SHIVs to increase their defensive capabilities 30 Mobile Power Armor §150 30 0 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 0 0 0 7 -
Sentinel Drone Grants auto-repair ability to a SHIV, and grants them close combat specialist perk 30 Cyberdisc Autopsy 80 20 0 10 0 7 1x Drone Wreck,
1x UFO Flight Computer
General Mechanical Unit Upgrades
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Servomotors All SHIVs and MECs are granted the Sprinter perk upon completing the project.
Unlocks Walker Servos for infantry and Elerium Turbos for MECs/SHIVs
45 Mechtoid Autopsy §300 30 0 20 8 14 8x Mechtoid Core
Advanced Repair Increases Interceptor and SHIV repair speed 45 Heavy Floater Autopsy §250 40 0 0 4 21 4x Heavy Floater Corpse
Shaped Armor Increases health of mechanised units (SHIV, MEC) 35 Floater Autopsy §300 40 0 20 3 21 3x 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 30 0 15 5 7 5x Berserker Corpse
Jellied Elerium Increases Flamethrower damage by ~50%. 25 Elerium §200 0 30 0 0 10 -


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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Enhanced Ballistics Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs. 10 Alien Materials §80 5 0 0 0 7 -
Enhanced Lasers Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs. 55 Advanced Beam Lasers §150 20 15 0 0 14 -
Enhanced Plasma All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs. 75 Precision Plasma Weapons §300 30 30 30 0 21 1x Plasma Rifle
Ammo Conservation Increases the ammo capacity of weapons by 1 shot/burst. 55 Muton Autopsy §600 65 100 0 0 14 20x Muton Corpses
Pistol Upgrades
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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 5 25 0 0 10 -
Reflex Pistols Grants +1 damage to all pistols 35 Compact Plasma Weapons §145 20 50 20 0 14 -
Material Recovery
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Improved Salvage Increases weapon fragment recovery from combat by 25% 20 Alien Materials §200 20 0 10 30 14 -
Alien Metallurgy Increases alloy salvage from crash sites by between 15 and 20 percent 20 Alien Materials §300 15 0 5 60 14 -
Alien Nucleonics Increases Elerium recovery from combat. 45 Alien Power Systems §500 60 0 20 80 14 -
Aerospace Improvements
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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. 45 Alien Propulsion §200 15 0 15 0 14 2x Alien Power Source
Armored Fighters Increases Interceptor HP. 30 Advanced Aerospace Concepts §400 95 0 30 20 14 20x Floater Corpse
Wingtip Sparrowhawks Grants Interceptors secondary armor-piercing missiles. 55 Advanced Aerospace Concepts §500 50 50 10 50 21 -
Penetrator Weapons Increases armor penetration of air-to-air weapons. 14 Advanced Aerospace Concepts §200 20 45 0 0 14 2x Cyberdisc Wreck,
2x 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 20 0 0 0 14 -
Improved Avionics Increases Interceptor hit chance. 20 Advanced Aerospace Concepts §400 5 35 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) 80 Stealth Systems §800 80 0 80 0 28 6x UFO Flight Computer,
6x Seeker Wreck
Supercapacitors Upgrades fire rate and armor penetration of aerial Laser Cannons. 50 Advanced Pulse Lasers §250 10 15 30 0 14 2x UFO Power Source
UFO Countermeasures Increases Interceptor dodge chance. 30 Seeker Autopsy §300 5 35 20 0 14 3x Seeker Wrecks,
3x UFO Flight Computer
UFO Tracking Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions 40 Alien Power Systems §400 20 0 20 0 28 2x UFO Power Source,
2x UFO Flight Computer
Miscellaneous
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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 10 5 0 21 4x Drone Wreck
Improved Arc Thrower Increases stunning ability of the Arc Thrower 30 Alien Power Systems §100 20 30 20 0 14 4x Drone Wreck
Tactical Rigging Grants one extra item slot to soldiers. 60 Muton Elite Autopsy §500 0 0 50 0 21 20x Muton Elite Corpse
Alien Grenades 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 Muton Autopsy §100 10 20 15 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 10x Thin Man Corpses
Advanced Flight Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV) 50 Antigrav Systems §325 20 0 20 0 14 2x Drone Wreck,
2x Heavy Floater Corpse,
2x Cyberdisc Wreck
New Combat Systems Unlocks an array of new gear options in combination with other technologies and projects 25 Experimental Warfare §100 15 0 10 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%
10 Experimental Warfare §100 0 35 0 0 7 -
Psi Warfare Systems Unlocks special psionic gear 25 Xenopsionics 100 0 0 10 5 14 -