Difference between revisions of "Second Wave (EU2012)"

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== Second Wave Options ==
 
== Second Wave Options ==
'''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage
+
'''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage.
:* Does not apply to explosives.
+
* Does not apply to explosives.
:* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage.  
+
* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage.  
 
'''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.
 
'''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.
  
 
'''Not Created Equally''' - Rookies will have random starting stats.
 
'''Not Created Equally''' - Rookies will have random starting stats.
:* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.
+
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.
:* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.
+
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.
:* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.
+
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.
:* All soldiers will have the same Health Points, value is defined by the difficulty level.  
+
* All soldiers will have the same Health Points, value is defined by the difficulty level.  
 
'''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.
 
'''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.
:* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.
+
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.
:* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.
+
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.
:* Aim score raises depend on the soldier's class:
+
* Aim score raises depend on the soldier's class:
:** [[Sniper (EU2012)|Sniper]]: 3-9
+
** [[Sniper (EU2012)|Sniper]]: 3-9
:** [[Support (EU2012)|Support]]: 2-6
+
** [[Support (EU2012)|Support]]: 2-6
:** [[Assault (EU2012)|Assault]]: 1-5
+
** [[Assault (EU2012)|Assault]]: 1-5
:** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5
+
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5
:** [[Heavy (EU2012)|Heavy]]: 0-2
+
** [[Heavy (EU2012)|Heavy]]: 0-2
:**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.
+
**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.
:* To manipulate this option to make very high statted soldiers; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.
+
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.
 
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]
 
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]
  
 
=== Normal Victory Unlocks===
 
=== Normal Victory Unlocks===
 
'''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.
 
'''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.
:* -15 aim with light wound, -30 with heavy wound.
+
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).
:* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].
+
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].
:* Movement is impaired by wounds too.
+
* Movement is impaired by wounds too.
:* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.
+
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.
 
'''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].
 
'''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].
:* Shots to flanked or exposed target has +100% crit chance, rather than +50%.
+
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.
:* Hardened target has -100% chance to hit by critical, rather than -60%.
+
* Hardened target has -100% chance to hit by critical, rather than -60%.
:** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)
+
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)
 
'''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].
 
'''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].
:* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].
+
* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].
 
'''Marathon''' - The game takes considerably longer to complete.
 
'''Marathon''' - The game takes considerably longer to complete.
:* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.
+
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.
:* Time for research: x3
+
* Time for Research: x3.
:* Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)
+
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).
:* Cost of items and facilities: x2
+
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).
:** You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you'll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.
+
* You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic).  
:* Days in [[Infirmary (EU2012)|Infirmary]]: x2.
+
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.
:* Marathon don't work if tutorial is activated.
+
* Marathon don't work if tutorial is activated.
:* Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.
+
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.
:** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.
+
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.
:* Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.
+
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].
:** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.
+
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.
:*:* With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.
+
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.
  
 
=== Classic Victory Unlocks===
 
=== Classic Victory Unlocks===
 
'''Results Driven''' - A country will offer less funding as its panic increases.
 
'''Results Driven''' - A country will offer less funding as its panic increases.
:* Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.
+
* Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.
 
'''High Stakes''' - The rewards granted for stopping alien abductions are randomized.
 
'''High Stakes''' - The rewards granted for stopping alien abductions are randomized.
:* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].
+
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].
 
'''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.
 
'''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.
:* This also increases engineer requirements for satellites.
+
* This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.
:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.
+
* Satellite build time is decreased.
:* Satellite build time is decreased.
 
 
'''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.
 
'''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.
:* If there isn't any Psionic soldiers, then you'll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low.  
+
* You'll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low.  
  
 
=== Impossible Victory Unlocks ===
 
=== Impossible Victory Unlocks ===
 
'''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.
 
'''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.
:* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.
+
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.
 
'''War Weariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.
 
'''War Weariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.
:* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits.  
+
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits.  
 
'''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.
 
'''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.
:* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)
+
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)
 
'''Alternate Sources''' - The power requirements of all facilities are increased.
 
'''Alternate Sources''' - The power requirements of all facilities are increased.
:* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.
+
* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.
  
 
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==
 
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==
Line 78: Line 77:
  
 
'''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.
 
'''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.
:* Does not affect Psi or MEC abilities.
+
* Does not affect Psi or MEC abilities.
:* For more details see [[Training Roulette (EU2012)|Training Roulette]]
+
* For more details see [[Training Roulette (EU2012)|Training Roulette]].
  
 
'''Save Scum''' – Saving a game will reset the RNG seed for the shots.
 
'''Save Scum''' – Saving a game will reset the RNG seed for the shots.
  
'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines
+
'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.
  
 
=== Normal Victory Unlocks ===
 
=== Normal Victory Unlocks ===
Line 94: Line 93:
 
* [[Difficulty (EU2012)|Difficulty Levels]]
 
* [[Difficulty (EU2012)|Difficulty Levels]]
  
{{StyleEU2012}}
 
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 20:19, 20 February 2014

The second wave.png

Second Wave is a game mode enabled with the fourth patch released for XCOM: Enemy Unknown. Second Wave was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.

Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced Difficulty Levels.

Second Wave Options

Damage Roulette - Weapons have a much wider range of damage.

  • Does not apply to explosives.
  • Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an Assault Rifle with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage.

New Economy - The funding offered by individual Council members is randomized.

Not Created Equally - Rookies will have random starting stats.

  • Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.
  • Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.
  • Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.
  • All soldiers will have the same Health Points, value is defined by the difficulty level.

Hidden Potential - As a Soldier is promoted, their stats will increase randomly.

  • HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.
  • Will: same increase as without Hidden Potential (variable between 2 to 6). With OTS's Iron Will, all classes can gain up to 13 Will per rank.
  • Aim score raises depend on the soldier's class:
  • To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.
  • These values are taken from Nexusmods wiki

Normal Victory Unlocks

Red Fog - Any wounds taken in combat will degrade a soldier's stats for that mission.

  • -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).
  • Even 1 point of damage is considered as light wound, even though that HP is from armor.
  • Movement is impaired by wounds too.
  • Debuff is not cured with Medikit heal.

Absolutely Critical - A flanking shot will guarantee a critical hit.

  • Shots to flanked or exposed target has +100% crit chance, rather than +50%.
  • Hardened target has -100% chance to hit by critical, rather than -60%.
    • So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)

The Greater Good - The secret of psionics can only be learned by interrogating a psionic alien.

Marathon - The game takes considerably longer to complete.

  • This option perhaps brings the most change to overall gameplay, as storyline progression is affected directly by the changes to research time and facility construction.
  • Time for Research: x3.
  • Time for facilities building: x2 (i.e.: A Satellite Uplink now takes 28 days).
  • Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).
  • You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free satellite) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic).
  • Days in Infirmary: x2.
  • Marathon don't work if tutorial is activated.
  • Item requirements for researches, Foundry upgrades, cost of soldiers, interceptor costs, OTS upgrade costs remains the same. For example, satellites still take 20 days to build.
    • This actually makes a strong case for making XCOM HQ in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building laboratories to also reduce time.
  • Alien progress is slowed after April. For example, first Mutons and Abductor UFOs show up in June, rather than May. Floaters and Large Scouts will still appear in the second month. For more details see Species Deployment.
    • In effect: Storyline progression is greatly slowed, both on XCOM's end, as well as that of the Aliens. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.
    • With the Slingshot DLC making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.

Classic Victory Unlocks

Results Driven - A country will offer less funding as its panic increases.

  • Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.

High Stakes - The rewards granted for stopping alien abductions are randomized.

  • This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the mission.

Diminishing Returns - The cost of satellites increases with every one that is built.

  • This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.
  • Satellite build time is decreased.

More Than Human - The psionic gift is extremely rare.

  • You'll automatically gain one amongst the first 6 soldiers tested on the Psionic Lab. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low.

Impossible Victory Unlocks

Total Loss - Lose all gear from soldiers who die in combat.

War Weariness - Overall funding levels drop inexorably with every month that passes.

  • With enough time, funding levels will reach zero, leaving only the Gray Market and missions to raise credits.

E-115 - Elerium stores will degrade over time.

  • Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)

Alternate Sources - The power requirements of all facilities are increased.

  • Power cost of all facilities are doubled. Base power (30 on classic) is doubled too, but Power Generators make same power.

Enemy Within Options

Enemy Within Second Wave options

Training Roulette - Randomize all class abilities sets. You may have Heavies with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.

Save Scum – Saving a game will reset the RNG seed for the shots.

Aiming Angles – The closer you come to flanking an enemy the more their cover bonus declines.

Normal Victory Unlocks

Mind Hates Matter - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.

Classic Victory Unlocks

Itchy Trigger Tentacle - Non-cover aliens with ranged attack (Mechtoid, Cyberdisc, Drone, Sectopod, and Ethereal) have a 50% chance of firing at your soldiers on sight.

See Also