Difference between revisions of "Second Wave (LWR)"

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As an example, you could type  
 
As an example, you could type  
 
  ''`SetMedalPowerA 3''
 
  ''`SetMedalPowerA 3''
to toggle ''Predictable Potential'' on or off.
+
to toggle '''Wild West''' on or off.
  
 
== List of Second Wave Options ==
 
== List of Second Wave Options ==
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| style="text-align: center;" | 2
 
| style="text-align: center;" | 2
 
| style="text-align: center; padding: 10px 15px;" | Strict Screening
 
| style="text-align: center; padding: 10px 15px;" | Strict Screening
| style="padding: 10px 15px;" | All soldier starting attributes (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will.
+
| style="padding: 10px 15px;" | All soldier starting attributes (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +8 will.
| style="padding: 10px 15px;" | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers.
+
| style="padding: 10px 15px;" | By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers.
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 3
 
| style="text-align: center;" | 3
| style="text-align: center; padding: 10px 15px;" | Predictable Potential
+
| style="text-align: center; padding: 10px 15px;" | Wild West
| style="padding: 10px 15px;" | Promotion stat gains are non-random.
+
| style="padding: 10px 15px;" | All shots deal triple damage.
| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.
+
| style="padding: 10px 15px;" | Makes shots and alpha-striking a lot more important, just like the Wild West.
 
|-
 
|-
 
| style="text-align: center;" | 4
 
| style="text-align: center;" | 4
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| style="text-align: center;" | 5
 
| style="text-align: center;" | 5
 
| style="text-align: center; padding: 10px 15px;" | Save Scum
 
| style="text-align: center; padding: 10px 15px;" | Save Scum
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.
+
| style="padding: 10px 15px;" | Loading a save game will reset the random number seed, so taking an identical action may yield different results.
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].
+
| style="padding: 10px 15px;" | Note: In LWR, some abilities always yield different results.
 
|-
 
|-
 
| style="text-align: center;" | 6
 
| style="text-align: center;" | 6
 
| style="text-align: center; padding: 10px 15px;" | Predictable Damage
 
| style="text-align: center; padding: 10px 15px;" | Predictable Damage
| style="padding: 10px 15px;" | Damage is not randomized. Cancels out Damage Roulette (#0).
+
| style="padding: 10px 15px;" | Damage is not randomized. Cancels out 'Damage Roulette (#0)'.
| style="padding: 10px 15px;" | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).
+
| style="padding: 10px 15px;" |  
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 7  
 
| style="text-align: center;" | 7  
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| style="text-align: center;" | 8
 
| style="text-align: center;" | 8
 
| style="text-align: center; padding: 10px 15px;" | Not So Long War
 
| style="text-align: center; padding: 10px 15px;" | Not So Long War
| style="padding: 10px 15px;" | Overall campaign length halved (as measured in number of missions, not calendar time).  
+
| style="padding: 10px 15px;" | Overall campaign length halved (as measured in number of missions, not calendar time). When combined with Very Long War (#9), campaign length quadrupled instead (Epic Long War).  
 
| style="padding: 10px 15px;" |  
 
| style="padding: 10px 15px;" |  
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 9
 
| style="text-align: center;" | 9
 
| style="text-align: center; padding: 10px 15px;" | Very Long War
 
| style="text-align: center; padding: 10px 15px;" | Very Long War
| style="padding: 10px 15px;" | Overall campaign length doubled (as measured in number of missions, not calendar time). When combined with Not So Long War (#8), campaign length tripled instead.  
+
| style="padding: 10px 15px;" | Overall campaign length doubled (as measured in number of missions, not calendar time). When combined with Not So Long War (#8), campaign length quadrupled instead (Epic Long War).  
 
| style="padding: 10px 15px;" |  
 
| style="padding: 10px 15px;" |  
 
|-
 
|-
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| style="text-align: center;" | 11
 
| style="text-align: center;" | 11
 
| style="text-align: center; padding: 10px 15px;" | Elite XCOM
 
| style="text-align: center; padding: 10px 15px;" | Elite XCOM
| style="padding: 10px 15px;" | All XCOM units gain +15% hit chance in all cases
+
| style="padding: 10px 15px;" | All XCOM units gain +30% hit chance.
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +15 aim by default.
+
| style="padding: 10px 15px;" | This value is dgc.ini modifiable.
 
|-
 
|-
 
| style="text-align: center;" | 12
 
| style="text-align: center;" | 12
| style="text-align: center; padding: 10px 15px;" | Air Domination
+
| style="text-align: center; padding: 10px 15px;" | Jump Start
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.
+
| style="padding: 10px 15px;" | Start the campaign 3 months in at Alien Level 3.
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.
+
| style="padding: 10px 15px;" | XCOM gains various bonuses to make starting 3 months into the campaign more doable.
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 13
 
| style="text-align: center;" | 13
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|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 17
 
| style="text-align: center;" | 17
| style="text-align: center; padding: 10px 15px;" | Ease Into It
+
| style="text-align: center; padding: 10px 15px;" | AYYLMAO
| style="padding: 10px 15px;" | The first mission consists of only 10 sectoids.
+
| style="padding: 10px 15px;" | Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work.
| style="padding: 10px 15px;" | Occurs regardless of difficulty.
+
| style="padding: 10px 15px;" | No effect on actual gameplay.
 
|-
 
|-
 
| style="text-align: center;" | 18
 
| style="text-align: center;" | 18
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|-
 
|-
 
| style="text-align: center;" | 20  
 
| style="text-align: center;" | 20  
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter
+
| style="text-align: center; padding: 10px 15px;" | Super Soldiers
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.
+
| style="padding: 10px 15px;" | Soldiers can be genetically modified, psionically trained, and officers all at once (except Neural Damping is incompatible with psionic training).
| style="padding: 10px 15px;" | Same as Long War.
+
| style="padding: 10px 15px;" | Opposite of Long War.
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 21  
 
| style="text-align: center;" | 21  
 
| style="text-align: center; padding: 10px 15px;" | Hidden Trees
 
| style="text-align: center; padding: 10px 15px;" | Hidden Trees
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||
+
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.
 +
||
 
|-
 
|-
 
| style="text-align: center;" | 22  
 
| style="text-align: center;" | 22  
 
| style="text-align: center; padding: 10px 15px;" | Durability
 
| style="text-align: center; padding: 10px 15px;" | Durability
| style="padding: 10px 15px;" | Items never need to be repaired.||
+
| style="padding: 10px 15px;" | Items never need to be repaired.
 +
||
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 23
 
| style="text-align: center;" | 23
 
| style="text-align: center; padding: 10px 15px;" | United Humanity
 
| style="text-align: center; padding: 10px 15px;" | United Humanity
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.||
+
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.
 +
||
 
|-
 
|-
 
| style="text-align: center;" | 24
 
| style="text-align: center;" | 24
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies
+
| style="text-align: center; padding: 10px 15px;" | Friendly Skies
| style="padding: 10px 15px;" | Your interceptors gain +15% hit chance during air combat.||
+
| style="padding: 10px 15px;" | Your interceptors gain +30% hit chance during air combat.
 +
| style="padding: 10px 15px;" | This value is dgc.ini modifiable.
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 25
 
| style="text-align: center;" | 25
| style="text-align: center; padding: 10px 15px;" | We Are Legion
+
| style="text-align: center; padding: 10px 15px;" | Desperate Odds
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||
+
| style="padding: 10px 15px;" | XCOM can only deploy half as many soldiers to all missions. New recruits cost double and SHIVs cost triple.
 +
| style="padding: 10px 15px;" | A tactical-level change.
 
|-
 
|-
 
| style="text-align: center;" | 26
 
| style="text-align: center;" | 26
| style="text-align: center; padding: 10px 15px;" | Defective Outsiders
+
| style="text-align: center; padding: 10px 15px;" | Blitzkrieg
| style="padding: 10px 15px;" | Outsiders no longer gain attributes from the "Growth" perk.
+
| style="padding: 10px 15px;" | You will have 15s (plus 5s per activated unit) to complete each turn (this value is dgc.ini adjustable). Changing game speed is disabled.
| style="padding: 10px 15px;" | Replaces Miracle Workers.
+
| style="padding: 10px 15px;" | The timer is paused during voice-overs, cinematics, or when the active unit is performing an action.
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 27
 
| style="text-align: center;" | 27
| style="text-align: center; padding: 10px 15px;" | Gentle Aliens
+
| style="text-align: center; padding: 10px 15px;" | Difficulty Drop
| style="padding: 10px 15px;" | Aliens lose 1 damage, 10 aim, 10 will, 1 DR, and 25% base HP.
+
| style="padding: 10px 15px;" | Aliens lose 1 HP, 1 damage, 10 aim, and 10 will. Decreases Alien Level Up speed by 10%. Reduces Injury and Fatigue by 10%. Increases home country daily credits by 10.
 
| style="padding: 10px 15px;" | Acts as a modifier to difficulty to help players better control the challenge they receive.
 
| style="padding: 10px 15px;" | Acts as a modifier to difficulty to help players better control the challenge they receive.
 
|-
 
|-
 
| style="text-align: center;" | 28
 
| style="text-align: center;" | 28
| style="text-align: center; padding: 10px 15px;" | Hidden Chances
+
| style="text-align: center; padding: 10px 15px;" | MECs Galore
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.
+
| style="padding: 10px 15px;" | Removes the 2 MEC restriction per mission.
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.
+
| style="padding: 10px 15px;" |  
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 29
 
| style="text-align: center;" | 29
 
| style="text-align: center; padding: 10px 15px;" | Recon
 
| style="text-align: center; padding: 10px 15px;" | Recon
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.||
+
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.
 +
||
 
|-
 
|-
 
| style="text-align: center;" | 30  
 
| style="text-align: center;" | 30  
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs
+
| style="text-align: center; padding: 10px 15px;" | Multitasker
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always spawn a crash mission and never be destroyed in the air.||
+
| style="padding: 10px 15px;" | Big Sky can control multiple SHIVs per turn (removing the restriction of 1 SHIV acting/moving per turn).
 +
||
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 31  
 
| style="text-align: center;" | 31  
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers
+
| style="text-align: center; padding: 10px 15px;" | A Few Good Men
| style="padding: 10px 15px;" | New recruit attributes are balanced instead of fully randomized. Does not affect unique soldiers.
+
| style="padding: 10px 15px;" | XCOM has half as many soldiers, but each soldier can do double the number of missions.
| style="padding: 10px 15px;" | Similar to Long War where no recruit is clearly superior to another. Weighting of attributes: Mobility = 8, HP = 4, Aim = 2, Will = 1.
+
| style="padding: 10px 15px;" | A strategic-level change.
 
|-
 
|-
 
| style="text-align: center;" | 32
 
| style="text-align: center;" | 32
 
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood
 
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood
| style="padding: 10px 15px;" | Injury and Fatigue times are reduced by 50%.||
+
| style="padding: 10px 15px;" | Injury and Fatigue times are reduced by 50% (this value is dgc.ini editable).
 +
||
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 33
 
| style="text-align: center;" | 33
 
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits
 
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||
+
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.
 +
||
 
|-
 
|-
 
| style="text-align: center;" | 34
 
| style="text-align: center;" | 34
 
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound
 
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound
 
| style="padding: 10px 15px;" | Turns off Red Fog.
 
| style="padding: 10px 15px;" | Turns off Red Fog.
| style="padding: 10px 15px;" | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.
+
| style="padding: 10px 15px;" | With Red Fog, damage to base HP degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.
 +
||
 
|- style="background-color:#efefef;"
 
|- style="background-color:#efefef;"
 
| style="text-align: center;" | 35
 
| style="text-align: center;" | 35
 
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue
 
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to 7 days (equivalent of 14 turns).
+
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to 4 days (equivalent of 12 turns).
 
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.
 
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.
 
|}
 
|}

Latest revision as of 17:29, 7 March 2024

Back To Main Page

In General

Second Wave options can be chosen when you start a new game. They offer simple but powerful alterations to the way the game can play.

Toggling Second Wave Options Mid-Game

If you have enabled the Dev Console, you can change second wave options mid-game by opening up the console (`) and typing the console command SetmedalpowerA followed by the second wave option you want to toggle on or off. As an example, you could type

`SetMedalPowerA 3

to toggle Wild West on or off.

List of Second Wave Options

# Name Text Notes
0 Damage Roulette Weapons have much wider range of damage. Rolls damage randomization twice.
1 New Economy The funding offered by individual council members is randomized. Same as in vanilla EU.
2 Strict Screening All soldier starting attributes (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +8 will. By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers.
3 Wild West All shots deal triple damage. Makes shots and alpha-striking a lot more important, just like the Wild West.
4 Training Roulette Each soldier's training tree will be partially randomly generated. Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.
5 Save Scum Loading a save game will reset the random number seed, so taking an identical action may yield different results. Note: In LWR, some abilities always yield different results.
6 Predictable Damage Damage is not randomized. Cancels out 'Damage Roulette (#0)'.
7 Absolutely Critical Flanking shots receive +100 bonus (instead of +50) to critical hit chances. Unchanged from Vanilla EW.
8 Not So Long War Overall campaign length halved (as measured in number of missions, not calendar time). When combined with Very Long War (#9), campaign length quadrupled instead (Epic Long War).
9 Very Long War Overall campaign length doubled (as measured in number of missions, not calendar time). When combined with Not So Long War (#8), campaign length quadrupled instead (Epic Long War).
10 Results Driven A country will offer less funding as its panic increases. Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible.
11 Elite XCOM All XCOM units gain +30% hit chance. This value is dgc.ini modifiable.
12 Jump Start Start the campaign 3 months in at Alien Level 3. XCOM gains various bonuses to make starting 3 months into the campaign more doable.
13 Wear and Tear Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.
14 Itchy Trigger Tentacle Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions. Same as Long War.
15 War Weariness Overall funding levels drop over time. Funding drops from 130% to 40% over 18 months.
16 Bronzeman Mode Allows restart of missions via Pause menu in Ironman mode. Same as Long War.
17 AYYLMAO Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work. No effect on actual gameplay.
18 Commander's Choice You may select the class of each soldier upon promotion to specialist. Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.
19 Aiming Angles Units receive an aim bonus the closer they are to flanking an enemy. Same as Long War.
20 Super Soldiers Soldiers can be genetically modified, psionically trained, and officers all at once (except Neural Damping is incompatible with psionic training). Opposite of Long War.
21 Hidden Trees You cannot see perk options for ranks a given soldier has not attained.
22 Durability Items never need to be repaired.
23 United Humanity Exalt is inactive. Exalt troopers may still show up on some alien missions.
24 Friendly Skies Your interceptors gain +30% hit chance during air combat. This value is dgc.ini modifiable.
25 Desperate Odds XCOM can only deploy half as many soldiers to all missions. New recruits cost double and SHIVs cost triple. A tactical-level change.
26 Blitzkrieg You will have 15s (plus 5s per activated unit) to complete each turn (this value is dgc.ini adjustable). Changing game speed is disabled. The timer is paused during voice-overs, cinematics, or when the active unit is performing an action.
27 Difficulty Drop Aliens lose 1 HP, 1 damage, 10 aim, and 10 will. Decreases Alien Level Up speed by 10%. Reduces Injury and Fatigue by 10%. Increases home country daily credits by 10. Acts as a modifier to difficulty to help players better control the challenge they receive.
28 MECs Galore Removes the 2 MEC restriction per mission.
29 Recon You will see meld cans and bomb nodes in the fog.
30 Multitasker Big Sky can control multiple SHIVs per turn (removing the restriction of 1 SHIV acting/moving per turn).
31 A Few Good Men XCOM has half as many soldiers, but each soldier can do double the number of missions. A strategic-level change.
32 Wolverine Blood Injury and Fatigue times are reduced by 50% (this value is dgc.ini editable).
33 Fresh Recruits Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.
34 Just a Flesh Wound Turns off Red Fog. With Red Fog, damage to base HP degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.
35 Consistent Fatigue Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to 4 days (equivalent of 12 turns). Same as how fatigue worked in Long War.