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 '' | + | 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 + | + | | 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;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Wild West |
− | | style="padding: 10px 15px;" | | + | | style="padding: 10px 15px;" | All shots deal triple damage. |
− | | style="padding: 10px 15px;" | | + | | 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 | + | | 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;" | | + | | 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;" | | + | | 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). When combined with Very Long War (#9), campaign length | + | | 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 | + | | 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 + | + | | style="padding: 10px 15px;" | All XCOM units gain +30% hit chance. |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Jump Start |
− | | style="padding: 10px 15px;" | | + | | style="padding: 10px 15px;" | Start the campaign 3 months in at Alien Level 3. |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | AYYLMAO |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Super Soldiers |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Friendly Skies |
− | | style="padding: 10px 15px;" | Your interceptors gain + | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Desperate Odds |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Blitzkrieg |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Difficulty Drop |
− | | style="padding: 10px 15px;" | Aliens lose 1 damage, 10 aim, 10 will | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | MECs Galore |
− | | style="padding: 10px 15px;" | | + | | style="padding: 10px 15px;" | Removes the 2 MEC restriction per mission. |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | Multitasker |
− | | style="padding: 10px 15px;" | | + | | 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;" | | + | | style="text-align: center; padding: 10px 15px;" | A Few Good Men |
− | | style="padding: 10px 15px;" | | + | | style="padding: 10px 15px;" | XCOM has half as many soldiers, but each soldier can do double the number of missions. |
− | | style="padding: 10px 15px;" | | + | | 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 | + | | 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 | + | | 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
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. |