Difference between revisions of "Second Wave (Long War)"

From UFOpaedia
Jump to navigation Jump to search
(Added navbar)
Line 3: Line 3:
 
In Long War, all Second Wave options are available from the start.
 
In Long War, all Second Wave options are available from the start.
  
* Damage Roulette: Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU. Displayed damage on item cards will correctly reflect this setting.
+
* '''Damage Roulette''': Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU. Displayed damage on item cards will correctly reflect this setting.
* New Economy: [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].
+
* '''New Economy''': [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].
* Strict Screening: Replacement for [[Second Wave (EU2012)#Not_Created_Equally|Not Created Equally]]. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.
+
* '''Strict Screening''': Replacement for [[Second Wave (EU2012)#Not_Created_Equally|Not Created Equally]]. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.
* Hidden Potential: Soldier stats at level-up are randomized.
+
* '''Hidden Potential''': Soldier stats at level-up are randomized.
* Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in [[Training Roulette (EU2012)|vanilla]]. (For example, Field Medic cannot be randomized).
+
* '''Training Roulette''': Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in [[Training Roulette (EU2012)|vanilla]]. (For example, Field Medic cannot be randomized).
* Save Scum: Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].
+
* '''Save Scum''': Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].
* Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have "infinite" will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health
+
* '''Red Fog''': Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have "infinite" will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health
* Absolutely Critical: Unchanged from Vanilla EW
+
* '''Absolutely Critical''': Unchanged from Vanilla EW
* Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.
+
* '''Liberation''': Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.
* Dynamic War: Replaces Marathon. A tunable version of long war with a new alien strategic AI, scaled number of missions and adjusted economy. Unadjusted, this generates 50% of number of missions that standard Long War would, but this can be adjusted in the .INI files.  
+
* '''Dynamic War''': Replaces Marathon. A tunable version of long war with a new alien strategic AI, scaled number of missions and adjusted economy. Unadjusted, this generates 50% of number of missions that standard Long War would, but this can be adjusted in the .INI files.  
* Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.
+
* '''Results Driven''': Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.
* Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all cases.
+
* '''Cinematic Mode''': All soldiers, SHIVs and interceptors get +15 to hit in all cases.
* Diminishing Returns: Unchanged from Vanilla EW
+
* '''Diminishing Returns''': Unchanged from Vanilla EW
* Wear and Tear: Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.  
+
* '''Wear and Tear''': Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.  
* Itchy Trigger Tentacle: Unchanged from Vanilla EW
+
* '''Itchy Trigger Tentacle''': Unchanged from Vanilla EW
* War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale
+
* '''War Weariness''': Funding reduced over time. Rate of funding reduction slowed to match Long War timescale
* Bronzeman Mode: This option enables tactical mission restart option on Ironman campaigns. (E-299 SW option will no longer be available).
+
* '''Bronzeman Mode''': This option enables tactical mission restart option on Ironman campaigns. (E-299 SW option will no longer be available).
* Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.
+
* '''Total Loss''': By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.
* Commander's Choice: You may select the class for each Soldier upon promotion to specialist.
+
* '''Commander's Choice''': You may select the class for each Soldier upon promotion to Specialist.
* Aiming Angles: Unchanged from Vanilla EW
+
* '''Aiming Angles''': Unchanged from Vanilla EW
* Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers
+
* '''Mind Hates Matter''': By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers
  
 
For a list of vanilla Second Wave options, see [[Second Wave (EU2012)]].
 
For a list of vanilla Second Wave options, see [[Second Wave (EU2012)]].
  
 +
== See also ==
 +
 +
{{ Overview (Long War) Navbar }}
 
[[Category: Long War]]
 
[[Category: Long War]]
 
[[Category: Overview (Long War)]]
 
[[Category: Overview (Long War)]]

Revision as of 12:41, 12 March 2015

Long War Main Page

In Long War, all Second Wave options are available from the start.

  • Damage Roulette: Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting.
  • New Economy: Same as in vanilla EU.
  • Strict Screening: Replacement for Not Created Equally. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.
  • Hidden Potential: Soldier stats at level-up are randomized.
  • Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized).
  • Save Scum: Unchanged from Vanilla EW.
  • Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have "infinite" will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health
  • Absolutely Critical: Unchanged from Vanilla EW
  • Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.
  • Dynamic War: Replaces Marathon. A tunable version of long war with a new alien strategic AI, scaled number of missions and adjusted economy. Unadjusted, this generates 50% of number of missions that standard Long War would, but this can be adjusted in the .INI files.
  • Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.
  • Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all cases.
  • Diminishing Returns: Unchanged from Vanilla EW
  • Wear and Tear: Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.
  • Itchy Trigger Tentacle: Unchanged from Vanilla EW
  • War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale
  • Bronzeman Mode: This option enables tactical mission restart option on Ironman campaigns. (E-299 SW option will no longer be available).
  • Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.
  • Commander's Choice: You may select the class for each Soldier upon promotion to Specialist.
  • Aiming Angles: Unchanged from Vanilla EW
  • Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers

For a list of vanilla Second Wave options, see Second Wave (EU2012).

See also

Vigilo Confido shield.png Long War: Overview 
Overview

Mod Information Change Log New CommandsDifficulty LevelsSecond WaveTroubleshooting GuideDev ConsoleCustom Modifications