Difference between revisions of "Second Wave (LWR)"
Jump to navigation
Jump to search
Pathologic (talk | contribs) (1.27.09 Update) |
Pathologic (talk | contribs) m |
||
Line 129: | Line 129: | ||
| 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;" | Defective Outsiders | ||
− | | style="padding: 10px 15px;" | Outsiders no longer gain stats from the "Growth" perk.|| | + | | style="padding: 10px 15px;" | Outsiders no longer gain stats from the "Growth" perk. |
+ | | style="padding: 10px 15px;" | Replaces Miracle Workers. | ||
|- style="background-color:#efefef;" | |- style="background-color:#efefef;" | ||
| style="text-align: center;" | 27 | | style="text-align: center;" | 27 |
Revision as of 01:38, 6 August 2020
# | Name | Text | Notes |
---|---|---|---|
0 | Damage Roulette | Weapons have much wider range of damage. | Same damage algorithm as in Long War EU. |
1 | New Economy | The funding offered by individual council members is randomized. | Same as in vanilla EU. |
2 | Strict Screening | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will. | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers. |
3 | Predictable Potential | Promotion stat gains are non-random. | Replaces Hidden Potential, as that feature is now enabled by default. |
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 saved game will reset the random number seed. | Unchanged from Vanilla EW. |
6 | Green Fog | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34). |
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. | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead. |
9 | Very Long War | Overall campaign length doubled. | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games) |
10 | Results Driven | A country will offer less funding as its panic increases. | Same as Long War. |
11 | Elite XCOM | All XCOM units gain +25% hit chance in all cases | Same as Cinematic Mode in Long War, but now provides +25 aim by default. |
12 | Air Domination | XCOM aircraft gain +100% fire rate. | Replaces Diminishing Returns. This option allows greater control over air game difficulty. |
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 (instead of just base assaults). | Same as Long War. |
15 | War Weariness | Overall funding levels drop over time. | Same as Long War. |
16 | Bronzeman Mode | Allows restart of missions via Pause menu in Ironman mode. | Same as Long War. |
17 | Total Loss | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions). | Same as Long War. |
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 | Mind Hates Matter | Genetically modified soldiers cannot undergo psi testing, and vice versa. | Same as 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 | The Friendly Skies | Your interceptors gain +25% hit chance during air combat. | |
25 | We Are Legion | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions | |
26 | Defective Outsiders | Outsiders no longer gain stats from the "Growth" perk. | Replaces Miracle Workers. |
27 | Quick and Dirty | Decreases the number of aliens on most missions by 40% | This value can be changed in DefaultGameCore.ini. |
28 | Hidden Chances | Enemy to-hit values will be hidden. | Replaces Perfect Information, as that feature is now enabled by default. |
29 | Recon | You will see meld cans and bomb nodes in the fog. | |
30 | Sturdier UFOs | UFOs (except fighters/destroyers) will always be shot down. | |
31 | Balanced Soldiers | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers. | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1. |
32 | Wolverine Blood | Injury times are reduced by 50%. | |
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 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%. |
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 compensate. | Same as how fatigue worked in Long War. |