Difference between revisions of "Second Wave (LWR)"

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| style="text-align: center; padding: 10px 15px;" | Hidden Potential
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| style="text-align: center; padding: 10px 15px;" | Predictable Potential
| style="padding: 10px 15px;" | Promotion aim and will gains are randomized between 50-150%.
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| style="padding: 10px 15px;" | Promotion stat gains are non-random.
| style="padding: 10px 15px;" | HP is spread out over multiple levels with a chance to gain 1 HP each level. Mobility is unaffected.
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| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.
 
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| style="text-align: center; padding: 10px 15px;" | Green Fog
 
| style="text-align: center; padding: 10px 15px;" | Green Fog
 
| style="padding: 10px 15px;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns
 
| style="padding: 10px 15px;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns
| style="padding: 10px 15px;" | This option replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).
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| 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).
 
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| style="text-align: center; padding: 10px 15px;" | Liberation
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| style="text-align: center; padding: 10px 15px;" | Not So Long War
| style="padding: 10px 15px;" | You must free all countries from alien control.
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| style="padding: 10px 15px;" | Reduces campaign length by 50%.
| style="padding: 10px 15px;" | Same as Long War.
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| style="padding: 10px 15px;" | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead.  
 
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| style="text-align: center; padding: 10px 15px;" | [[Dynamic_War_(Long_War)|Dynamic War]]
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| style="text-align: center; padding: 10px 15px;" | Very Long War
| style="padding: 10px 15px;" | Reduces campaign length by 50%.
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| style="padding: 10px 15px;" | Doubles the length of the campaign.
| style="padding: 10px 15px;" | Works the same as [[Dynamic_War_(Long_War)|Dynamic War]] in Long War. The campaign length can be adjusted in DefaultGameCore.ini.
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| style="padding: 10px 15px;" | Replaces Dynamic War, as previous issues with that feature have been fixed, and it is now enabled by default.
 
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Revision as of 00:18, 25 July 2020

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# 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 Reduces campaign length by 50%. Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead.
9 Very Long War Doubles the length of the campaign. Replaces Dynamic War, as previous issues with that feature have been fixed, and it is now enabled by default.
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 Miracle Workers Repairing items costs no resources, only time.
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.