Difference between revisions of "Indicators (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]  
 
[[Long_War_Rebalance|Back To Main Page]]  
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== In General ==
 
== In General ==
  
 
Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.
 
Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.
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 +
== F1 Panel ==
 +
 +
In this panel you will see various attributes on the unit you are selecting as described here:
 +
 +
[[File:F1InfoDesc.png]]
 +
 +
You can select an enemy by aiming at them and then pressing F1, or one of your units by selecting them and pressing F1.
 +
 +
Below the attributes listed you will see various information on current perks, quirks, bonuses, and maluses that are effecting the unit.
  
 
== Cover Shield ==
 
== Cover Shield ==
  
The cover shield will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (no flank) and yellow (flanked).
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The cover shield (to the right of unit's HP pips) will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (XCOM no flank), red (enemy no flank), and yellow (flanked).
  
 
{| class="wikitable" cellpadding="15" style="text-align:center;"  
 
{| class="wikitable" cellpadding="15" style="text-align:center;"  
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|-  
 
|-  
 
|| Teal
 
|| Teal
|| Not Flanked
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|| XCOM Not Flanked
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|-
 +
|| Red
 +
|| Enemy Not Flanked
 
|-  
 
|-  
 
|| Yellow
 
|| Yellow
 
|| Flanked
 
|| Flanked
 
|}
 
|}
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 +
== DR Shield ==
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 +
The DR Shield (to the left of a unit's HP pips) is a grey shield that will appear if a unit has any % damage resistance (%DR). It will 'fill up' based on how much % DR the unit has.
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 +
As well, there is often a number on the shield which represents the %DR.
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 +
[[File:DRShield.png]]
  
 
== Targets in Sight ==
 
== Targets in Sight ==
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Close Combat Specialist, Close Encounters, Stun Rifle, Repair, Medikits, and Lone Wolf all have range indicators that appears as circles around either the unit or the targets of the ability. The range indicators may be centered on potential targets (e.g. Close Encounters) or the unit itself (e.g. Lone Wolf).
 
Close Combat Specialist, Close Encounters, Stun Rifle, Repair, Medikits, and Lone Wolf all have range indicators that appears as circles around either the unit or the targets of the ability. The range indicators may be centered on potential targets (e.g. Close Encounters) or the unit itself (e.g. Lone Wolf).
  
== Green/Red Eye ==
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== Eyes ==
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 +
[[File:Eyeindicator.png]]
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 +
=== Small Eye ===
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 +
This eye might appear directly above units.
 +
 
 +
Each unit (both friendly and enemy) that can see the location of the cursor will be indicated by with a '''small green eye'''. This allows you to determine which units would be in vision after moving to the location of the cursor.
 +
 
 +
Above the small green eye will be a number which represents the number of tiles away each unit is from the position of the cursor.
 +
 
 +
If the cursor is in a position that the currently selected unit moved to and would flank a unit, there will be an "F" beside the number of tiles above the small eye.
  
Each unit (both friendly and enemy) that can see the location of the cursor will be indicated by with a '''green eye'''. This allows you to determine which units would be in vision after moving to the location of the cursor.
+
The small green eye will turn into a red eye if only a unit with the squadsight perk would be able to see the unit from the location of the cursor.
  
Above the Green eye will be a number which represents the number of tiles away each unit is from the position of the cursor.
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=== Large Eye ===
  
The green eye will turn into a red eye if only a unit with the squadsight perk would be able to see the unit from the location of the cursor.
+
This eye might appear above the cover shield of a unit.
  
== Red Eye ==
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Aliens will have a red eye icon if they are on overwatch.
  
Aliens and XCOM will have a red eye icon above their cover shield (or where their cover shield would be) if they are on overwatch.
+
For XCOM this eye will be teal if they are on overwatch.
  
 
== HP and Action Point Indicators ==
 
== HP and Action Point Indicators ==
  
The Armor HP color of your units is always white except for commanding officer's, which are gold.
+
The '''Armor HP''' color of XCOM units is always white and the '''Base HP''' color of XCOM units are always colored:
 
 
The Base HP color of your units can vary but are always colored. The Armor HP of your units is always white.
 
  
 
{| class="wikitable" cellpadding="15" style="text-align:center;"  
 
{| class="wikitable" cellpadding="15" style="text-align:center;"  
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|| Green
 
|| Green
 
|| Turn Available
 
|| Turn Available
|-
 
|| Light Green
 
| style="padding: 0 15px;" | Turn Available and Combat Readiness Active
 
 
|-  
 
|-  
 
|| Pink
 
|| Pink
 
|| Turn Complete
 
|| Turn Complete
 
|-  
 
|-  
|| Light Pink
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|| Grey
|| Turn Complete and Combat Readiness Active
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|| Base Damage Resistance in multiples of 20
 +
|-
 +
|| Black
 +
|| Hunkered Down
 +
|}
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 +
 
 +
The '''Armor HP''' color of alien units is also always white and the '''Base HP''' color of alien units are always colored, but differ from XCOM:
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 +
{| class="wikitable" cellpadding="15" style="text-align:center;"
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|+
 +
|-
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! style="padding: 5px 15px;" | XCOM Base HP Color
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! Status
 +
|-
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|| Gold
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|| Base HP of Champion Alien
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|-
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|| Purple
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|| Base HP of Leader Alien
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|-
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|| Red
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|| Base HP
 
|-  
 
|-  
 
|| Grey
 
|| Grey
|| Flat Damage Resistance
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|| Base Damage Resistance in multiples of 20
 
|-  
 
|-  
 
|| Black
 
|| Black
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|}
 
|}
  
The [[Action_Points(LWR)|Action Point (AP)]] indicators on your characters are the 2 rectangular arrows below your soldier's HP.
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 +
The [[Action_Points(LWR)|Action Point (AP)]] indicators on XCOM characters are the 2 rectangular arrows below your soldier's HP. They do not appear on aliens.
  
 
{| class="wikitable" cellpadding="15" style="text-align:center;"  
 
{| class="wikitable" cellpadding="15" style="text-align:center;"  
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|| White (Priority)
 
|| White (Priority)
 
|| XCOM Scamper
 
|| XCOM Scamper
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|-
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|| Orange (Priority)
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|| Danger of Triggering Reaction Fire
 
|-  
 
|-  
 
|| Yellow
 
|| Yellow
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|-  
 
|-  
 
|-  
 
|-  
|| Green
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|| Grey
 
|| Robotic Unit
 
|| Robotic Unit
 
|-  
 
|-  
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|| Regular Unit
 
|| Regular Unit
 
|}
 
|}
 
  
 
== Example Scenario ==
 
== Example Scenario ==
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'''The Active Unit:'''
 
'''The Active Unit:'''
  30% filled grey shield: approximately 30% DR
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  Half filled grey shield: approximately 50% DR
  
  No grey HP pips: no flat DR
+
  No grey HP pips: ~0 base DR
 
  8 green HP pips: turn is active, no combat readiness, 8 base HP
 
  8 green HP pips: turn is active, no combat readiness, 8 base HP
 
  3 white HP pips: 3 armor HP
 
  3 white HP pips: 3 armor HP
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  2 teal AP pips (rectangular arrows): This unit is an ordinary unit, is not enraged, and has 2 action points remaining
 
  2 teal AP pips (rectangular arrows): This unit is an ordinary unit, is not enraged, and has 2 action points remaining
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 +
Overall non-translucent appearance: This unit is currently selected
  
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 +
[[File:Indicator.png]]
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 +
'''The Ally:'''
 +
30% filled grey shield: approximately 30% DR
 +
 +
No grey HP pips: ~0 base DR
 +
11 green HP pips: turn is active, no combat readiness, 11 base HP
 +
3 white HP pips: 3 armor HP
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 +
Half teal cover shield: half cover (30 def, 30% DR)
 +
Target icon on cover shield: a unit can currently fire a reaction shot at this unit if it acts or moves
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 +
2 teal AP pips (rectangular arrows): This unit is an ordinary unit, is not enraged, and has 2 action points remaining
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 +
Small green eye above unit: this unit can be seen from the current cursor's position
 +
3 above small green eye: this unit is 3 tile from the current cursor's position
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 +
Overall translucent appearance: This unit is not currently selected
 +
  
 
[[File:Indicator.png]]
 
[[File:Indicator.png]]
  
 
'''The Outsider:'''
 
'''The Outsider:'''
  half filled grey shield: approximately 50% DR
+
  30% filled grey shield: approximately 30% DR
  
  1 grey HP pips: 1 flat DR
+
  1 grey HP pips: ~10 base DR
 
  9 red HP pips: 10 base HP (9 + 1)
 
  9 red HP pips: 10 base HP (9 + 1)
 
  2 white HP pips: 2 armor HP
 
  2 white HP pips: 2 armor HP
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  F above small green eye: If the active unit (below) moves to the cursor's position, this unit will be flanked
 
  F above small green eye: If the active unit (below) moves to the cursor's position, this unit will be flanked
 
   
 
   
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There is a large teal circle around the outsider representing it's range of Close Combat Specialist
  
 
[[File:Indicator.png]]
 
[[File:Indicator.png]]
  
 
'''The Muton:'''
 
'''The Muton:'''
  half filled grey shield: approximately 50% DR
+
  Half filled grey shield: approximately 50% DR
  
  0 grey HP pips: 0 flat DR
+
  0 grey HP pips: ~0 base DR
 
  6 red HP pips: 6 base HP
 
  6 red HP pips: 6 base HP
 
  6 white HP pips: 6 armor HP
 
  6 white HP pips: 6 armor HP

Latest revision as of 15:00, 17 October 2023

Back To Main Page

In General

Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.

F1 Panel

In this panel you will see various attributes on the unit you are selecting as described here:

F1InfoDesc.png

You can select an enemy by aiming at them and then pressing F1, or one of your units by selecting them and pressing F1.

Below the attributes listed you will see various information on current perks, quirks, bonuses, and maluses that are effecting the unit.

Cover Shield

The cover shield (to the right of unit's HP pips) will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (XCOM no flank), red (enemy no flank), and yellow (flanked).

Shield Type Cover Status
Full Full Cover (+50 Defense, +50% DR)
Half Full Partial Cover (+30 Defense, +30% DR)
Flying (+30 Defense)
Absent No Cover
Shield Color Cover Status
Teal XCOM Not Flanked
Red Enemy Not Flanked
Yellow Flanked

DR Shield

The DR Shield (to the left of a unit's HP pips) is a grey shield that will appear if a unit has any % damage resistance (%DR). It will 'fill up' based on how much % DR the unit has.

As well, there is often a number on the shield which represents the %DR.

DRShield.png

Targets in Sight

The HUD icons for aliens in sight will now reveal who is overwatching the unit you have selected by displaying a target icon Overwatchicon.png beside their alien head in the bottom right.

The alien head HUD icons for aliens in sight will change based on the enemy type:

  • Landed Biologic = Red
  • Flying Biologic = Blue
  • Landed Mechanical = Grey
  • Flying Mechanical = Bluish Grey
  • Alien Leader = Longer
  • At Squadsight = Transparent

HUD Ability Icons

Ability icons on the Ability HUD in the tactical game will have different colors based on how many APs they consume upon use. They can be teal (2 AP), green (1 AP), purple (0 AP), grey (no use during XCOM scamper), faded out (out of ammo or charges), and yellow (boosted).

HUD Ability Color Effect
Teal 2 AP
Green 1 AP
Purple 0 AP (free)
Red XCOM Scamper (Unavailable)
Absent Not Useable
Faded Out Out of Ammo/Charges or Cooling Down
Yellow Boosted

HUDability.png

In the above example this soldier has the following abilities: Standard Shot (1 AP), Overwatch (Boosted), Alien Grenade (2 AP - 1 Charge), and Flight Mode (0 AP).

Range Indicators

Close Combat Specialist, Close Encounters, Stun Rifle, Repair, Medikits, and Lone Wolf all have range indicators that appears as circles around either the unit or the targets of the ability. The range indicators may be centered on potential targets (e.g. Close Encounters) or the unit itself (e.g. Lone Wolf).

Eyes

Eyeindicator.png

Small Eye

This eye might appear directly above units.

Each unit (both friendly and enemy) that can see the location of the cursor will be indicated by with a small green eye. This allows you to determine which units would be in vision after moving to the location of the cursor.

Above the small green eye will be a number which represents the number of tiles away each unit is from the position of the cursor.

If the cursor is in a position that the currently selected unit moved to and would flank a unit, there will be an "F" beside the number of tiles above the small eye.

The small green eye will turn into a red eye if only a unit with the squadsight perk would be able to see the unit from the location of the cursor.

Large Eye

This eye might appear above the cover shield of a unit.

Aliens will have a red eye icon if they are on overwatch.

For XCOM this eye will be teal if they are on overwatch.

HP and Action Point Indicators

The Armor HP color of XCOM units is always white and the Base HP color of XCOM units are always colored:

XCOM Base HP Color Status
Green Turn Available
Pink Turn Complete
Grey Base Damage Resistance in multiples of 20
Black Hunkered Down


The Armor HP color of alien units is also always white and the Base HP color of alien units are always colored, but differ from XCOM:

XCOM Base HP Color Status
Gold Base HP of Champion Alien
Purple Base HP of Leader Alien
Red Base HP
Grey Base Damage Resistance in multiples of 20
Black Hunkered Down


The Action Point (AP) indicators on XCOM characters are the 2 rectangular arrows below your soldier's HP. They do not appear on aliens.

AP Indicator Color Status
Red (Priority) Enraged
White (Priority) XCOM Scamper
Orange (Priority) Danger of Triggering Reaction Fire
Yellow Officer Unit
Purple Psionic Unit
Green Genetically Modified Unit
Grey Robotic Unit
Teal Regular Unit

Example Scenario

In the following example you can see many indicators at work.


Indicator.png

The Active Unit:

Half filled grey shield: approximately 50% DR
No grey HP pips: ~0 base DR
8 green HP pips: turn is active, no combat readiness, 8 base HP
3 white HP pips: 3 armor HP
Full teal cover shield: full cover (50 def, 50% DR)
No target icon on cover shield: no unit can currently fire a reaction shot at this unit where it is
2 teal AP pips (rectangular arrows): This unit is an ordinary unit, is not enraged, and has 2 action points remaining
Overall non-translucent appearance: This unit is currently selected


Indicator.png

The Ally:

30% filled grey shield: approximately 30% DR
No grey HP pips: ~0 base DR
11 green HP pips: turn is active, no combat readiness, 11 base HP
3 white HP pips: 3 armor HP
Half teal cover shield: half cover (30 def, 30% DR)
Target icon on cover shield: a unit can currently fire a reaction shot at this unit if it acts or moves
2 teal AP pips (rectangular arrows): This unit is an ordinary unit, is not enraged, and has 2 action points remaining
Small green eye above unit: this unit can be seen from the current cursor's position
3 above small green eye: this unit is 3 tile from the current cursor's position
Overall translucent appearance: This unit is not currently selected

Indicator.png

The Outsider:

30% filled grey shield: approximately 30% DR
1 grey HP pips: ~10 base DR
9 red HP pips: 10 base HP (9 + 1)
2 white HP pips: 2 armor HP
Half yellow cover shield: half cover (30 def, 30% DR) and flanked
Large Red eye above cover shield: unit is currently on overwatch
Small green eye above unit: this unit can be seen from the current cursor's position
1 above small green eye: this unit is 1 tile from the current cursor's position
F above small green eye: If the active unit (below) moves to the cursor's position, this unit will be flanked

There is a large teal circle around the outsider representing it's range of Close Combat Specialist

Indicator.png

The Muton:

Half filled grey shield: approximately 50% DR
0 grey HP pips: ~0 base DR
6 red HP pips: 6 base HP
6 white HP pips: 6 armor HP
Full red cover shield: full cover (50 def, 50% DR)
No large Red eye above cover shield: not on overwatch
Small green eye above unit: this unit can be seen from the current cursor's position
4 above small green eye: this unit is 4 tiles from the current cursor's position
No F above small green eye: If the active unit (below) moves to the cursor's position, it will not be flanking the muton