Difference between revisions of "Indicators (LWR)"

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Revision as of 14:48, 14 July 2021

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In General

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

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).

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 Not Flanked
Yellow Flanked

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).

Blue/Red Eye

Aliens and XCOM will have a blue eye icon above their pawn if they can see the current location of your cursor. In the example below, moving the soldier outside the UFO up the ramp would still put him in vision of 2 of the aliens determined by the aliens that have a blue eye over their pawn.

Blueeyeexample.png

Aliens and XCOM will have a red eye icon above their pawn if they are on overwatch.

A blinking red/blue icon means both: the unit can see where you cursor is highlighting and the unit is on overwatch.

HP and Action Point Indicators

The Armor HP color of your units is always white except for commanding officer's, which are gold.

The Base HP color of your units can vary but are always colored. The Armor HP of your units is always white.

XCOM Base HP Color Status
Green Turn Available
Light Green Turn Available and Combat Readiness Active
Pink Turn Complete
Light Pink Turn Complete and Combat Readiness Active
Grey Flat Damage Resistance
Black Hunkered Down

The Action Point (AP) indicators on your characters are the 2 rectangular arrows below your soldier's HP.

AP Indicator Color Status
Teal 2 Action Points
Yellow 1 Action Point
Orange Danger of Triggering Reaction Fire
Red Enraged
White XCOM Scamper

Note that AP Indicators will turn orange even if units that can fire a reaction shot at you are undetectable (examples: an out of vision muton with squadsight on overwatch or a cloaked seeker on overwatch). This represents your soldier's ability to 'sense' someone targeting them and prevents the frustration situations of eating reaction shots that you did not know were even there.

In the example below, this soldier is currently in danger of triggering a reaction shot if they act or move determined by the orange color of their AP indicators. They also have light green Base HP indicating that combat readiness is active on them.

OrangeAPpip.png