Indicators (LWR)
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 Display | Cover Status |
---|---|
Full | Full Cover (+50 Defense, +50% DR) |
Half Full | Partial Cover (+30 Defense, +30% DR) |
Absent | No Cover |
Teal | Not Flanked |
Yellow | Flanked |
Targets in Sight
The HUD icons for aliens in sight will now reveal who is overwatching you by displaying a yellow target icon beside their alien head in the bottom right.
The HUD icons for aliens in sight will now turn into a special alien leader symbol if the alien is a leader. An example of 1 leader with 2 non-leader aliens:
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 soldier/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 soldier/pawn.
Aliens and XCOM will have a red eye icon above their soldier/pawn if they are on overwatch. In the example below, you can see the one drone is on overwatch because it has a red eye above its soldier/pawn.
* A blinking red/blue icon means both: where you cursor is the soldier/pawn can see it and that unit is on overwatch.
Base HP and Action Point Pips
The Base HP color of your units can vary between green (turn available), pink (turn complete), light green (turn available and combat readiness active), light pink (turn complete and combat readiness active), and grey (hunkered down). Note that the white HP pips represent the soldier's Armor HP.
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 | Hunkered Down |
The AP pips (action point indicators) on your characters will vary between teal (2 action points), yellow (1 action point), orange (danger of enemy reaction fire), and red (enraged).
AP Pip Color | Status |
---|---|
Teal | 2 Action Points |
Yellow | 1 Action Point |
Orange | Danger of Triggering Reaction Fire |
Red | Enraged |
Note that orange AP pips can detect units that can fire a reaction shot at you even that you cannot detect (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 pips. They also have light green Base HP Pips indicating that combat readiness is active on them.