Difference between revisions of "Unit Stats (Apocalypse)"

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(→‎Difficulty Adjustment: learned this a couple of days back; it's why Security Stations are so goddamned indestructible on Superhuman - 57 armour and 580 health)
m (→‎Notes: left out a word)
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|X-COM Technical||50-65||35-45||30-50||5-25||20-40*||10-40||5-20*||5-20*||15-30||10-30*||0||0||0||0||10
 
|X-COM Technical||50-65||35-45||30-50||5-25||20-40*||10-40||5-20*||5-20*||15-30||10-30*||0||0||0||0||10
 
|-
 
|-
|Security Station||60||500||40*||44||10*||0||0||0||100||60||35||35||35||35||0
+
|[[Security Station]]||60||500||40*||44||10*||0||0||0||100||60||35||35||35||35||0
 
|-
 
|-
 
|[[Population (Apocalypse)#Corporate Hood|Corporate Hood]]||60-75||40-50||40-60||10-40||30-50||40-80||5-35||5-45||15-55||30-50||20||20||20||20||10
 
|[[Population (Apocalypse)#Corporate Hood|Corporate Hood]]||60-75||40-50||40-60||10-40||30-50||40-80||5-35||5-45||15-55||30-50||20||20||20||20||10
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|[[Population (Apocalypse)#Cultists|Cultist]]||60-75||40-50||40-60||10-40||30-50||40-80||5-20||20-45||20-60||20-40||16||16||12||18||10
 
|[[Population (Apocalypse)#Cultists|Cultist]]||60-75||40-50||40-60||10-40||30-50||40-80||5-20||20-45||20-60||20-40||16||16||12||18||10
 
|-
 
|-
|[[Population (Apocalypse)#Civilian|Civilian]]||40-55||30-40||25-45||10-30||20-40*||10-40||5-10*||5-10*||5-10||0-20*||0||0||0||0||10*
+
|[[Population (Apocalypse)#Civilian|Civilian]]||40-55||30-40||25-45||10-30||20-40*||10-40||5-10*||5-10*||5-10||0-20*||0||0||0||0||10
 
|-
 
|-
 
|[[Brainsucker]]||90||20||70||5||10||0||0||0||100||100*||5||5||5||5||4
 
|[[Brainsucker]]||90||20||70||5||10||0||0||0||100||100*||5||5||5||5||4
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|}
 
|}
  
<nowiki>*</nowiki>statistic is irrelevant due to unit's inability to move, inability to use items or lack of scoring value
+
<nowiki>*</nowiki>statistic is irrelevant due to unit's inability to move or inability to use items
  
 
==Difficulty Adjustment==
 
==Difficulty Adjustment==
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|Armour (all sides)||0.16
 
|Armour (all sides)||0.16
 
|}
 
|}
| valign="top" |The statistics given above for X-COM personnel are accurate for all difficulties. However, the stats of Security Stations, civilians and all enemies are increased on difficulties above Novice. The formula for modified stats, as with the original game, is as follows:
+
| valign="top" |The statistics given above for X-COM personnel are accurate for all [[Difficulty_Levels_(Apocalypse)|difficulties]]. However, the stats of Security Stations, civilians and all enemies are increased on difficulties above Novice. The formula for modified stats, as with the original game, is as follows:
  
 
'''Modified Stat = floor(Base Stat * (1 + Increment * Skill Level Multiplier))'''
 
'''Modified Stat = floor(Base Stat * (1 + Increment * Skill Level Multiplier))'''
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==Notes==
 
==Notes==
 
* Agents of a given race start with the stats listed. Through training or combat they can improve up to the stats listed in "Agent Stat Cap". Psionic stats are limited to 3x the agent's starting value as well as by the hard cap.
 
* Agents of a given race start with the stats listed. Through training or combat they can improve up to the stats listed in "Agent Stat Cap". Psionic stats are limited to 3x the agent's starting value as well as by the hard cap.
* "Score" means the amount added to or subtracted from your score when a unit of this type is killed. Civilians are considered "neutral" and their deaths don't count.
+
* "Score" means the amount added to or subtracted from your score when a unit of this type is killed or captured.
* Units with Bravery 0 never panic.
+
* Units with Bravery 0 never lose morale except via psi-panic.
 
* The Anthropod has an Accuracy stat of 0 (on Novice difficulty), but this doesn't translate into 0% chance to hit due to Apocalypse's accuracy formula.
 
* The Anthropod has an Accuracy stat of 0 (on Novice difficulty), but this doesn't translate into 0% chance to hit due to Apocalypse's accuracy formula.
 
* The stats given for Security Stations are for each of the four turrets.
 
* The stats given for Security Stations are for each of the four turrets.
* The stats of Human opponents are randomized, just like those of X-COM agents (they also have their own names).
+
* The stats of Human opponents and civilians are randomized, just like those of X-COM agents (they also have their own names).
 
* In-game Accuracy is 100 minus the number stored in the game files. In-game Stamina is only half that given in the game files. This has already been adjusted in the table above.
 
* In-game Accuracy is 100 minus the number stored in the game files. In-game Stamina is only half that given in the game files. This has already been adjusted in the table above.
 
* All units in the game are divided into three classes of armor. The first is agents, they have class 0. They do not have innate armour (but can wear armour). Human opponents and some aliens have class 1. They have innate armour. And the last one, class 2, is Security Stations and some aliens. They also have armor built-in, but they have extra protection (from the rear). Moreover, for this type, armour is considered as a common shell.
 
* All units in the game are divided into three classes of armor. The first is agents, they have class 0. They do not have innate armour (but can wear armour). Human opponents and some aliens have class 1. They have innate armour. And the last one, class 2, is Security Stations and some aliens. They also have armor built-in, but they have extra protection (from the rear). Moreover, for this type, armour is considered as a common shell.
 
* The "Speed" stat in real-time mode is generated by rounding off the TU stat to the nearest multiple of 8 (halfway rounds down). Immobile units always have Speed 0, while mobile units are limited to a minimum of 40 and maximum of 112 Speed.
 
* The "Speed" stat in real-time mode is generated by rounding off the TU stat to the nearest multiple of 8 (halfway rounds down). Immobile units always have Speed 0, while mobile units are limited to a minimum of 40 and maximum of 112 Speed.
 
* The Psimorph is listed in the executable as having a Psi-energy stat of 170. However, Psi-energy is capped at 100 and when the unit is initialised this cap is applied to it, so any Psimorphs encountered will always have a 100 Psi-energy stat.
 
* The Psimorph is listed in the executable as having a Psi-energy stat of 170. However, Psi-energy is capped at 100 and when the unit is initialised this cap is applied to it, so any Psimorphs encountered will always have a 100 Psi-energy stat.
 +
* The [[Population_(Apocalypse)#Sectoid|Sectoids]] in the Aliens' [[Food Chamber]] use the Hybrid Agent base stats, adjusted according to the Difficulty Level, though this hardly matters as they are non-combatants. For whatever reason, they are assigned human names.
  
 
==See Also==
 
==See Also==
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[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
 
[[Category: Aliens (Apocalypse)]]
 
[[Category: Aliens (Apocalypse)]]
 +
[[Category: data tables]]

Revision as of 13:56, 19 July 2020

The following is a list of stats for all units in Apocalypse. This data was extracted with Apoc'd.

Base Stats

Unit type TU Health Stamina Reactions Strength Bravery Psi
Energy
Psi
Attack
Psi
Defence
Accuracy Armor Score
Head Torso Arms Legs
Human Agent 70-85 40-50 40-60 10-40 40-55 20-70 5-20 5-20 15-30 15-35 0 0 0 0 10
Hybrid Agent 60-75 30-40 50-70 15-45 30-40 20-50 30-45 25-40 25-40 20-40 0 0 0 0 10
Android Agent 60-80 70-90 60-85 15-40 55-85 60-100 0 0 100 30-50 0 0 0 0 10
Agent Stat Cap 100 100 100 100 100 100 100/3x 100/3x 99/3x 96 N/A N/A N/A N/A ?
X-COM Technical 50-65 35-45 30-50 5-25 20-40* 10-40 5-20* 5-20* 15-30 10-30* 0 0 0 0 10
Security Station 60 500 40* 44 10* 0 0 0 100 60 35 35 35 35 0
Corporate Hood 60-75 40-50 40-60 10-40 30-50 40-80 5-35 5-45 15-55 30-50 20 20 20 20 10
Building Security 60-75 40-50 40-60 10-40 30-50 40-80 5-20 5-20 20-50 20-40 20 20 16 20 10
Police 60-75 40-50 40-60 10-50 30-50 40-80 5-20 5-20 15-35 25-45 18 25 20 18 10
Gangster 60-75 40-50 40-60 20-50 30-50 40-80 5-20 5-20 15-45 20-40 20 22 20 18 10
Cultist 60-75 40-50 40-60 10-40 30-50 40-80 5-20 20-45 20-60 20-40 16 16 12 18 10
Civilian 40-55 30-40 25-45 10-30 20-40* 10-40 5-10* 5-10* 5-10 0-20* 0 0 0 0 10
Brainsucker 90 20 70 5 10 0 0 0 100 100* 5 5 5 5 4
Multiworm Egg 30 80 40* 24 10* 0 0 0 100 60 5 5 5 5 4
Multiworm 45 340 35 25 60 0 0 0 75 50 3 8 8 7 8
Hyperworm 82 44 25 30 25 0 0 0 90 30 7 7 7 7 5
Chrysalis 30 86 40* 5* 5* 0 0 0 100 100* 12 12 12 12 3
Anthropod 56 60 30 22 35 80 0 0 40 0 5 6 6 5 10
Skeletoid 86 34 65 46 18 70 0 0 55 30 14 16 14 15 14
Spitter 55 65 32.5 35 30 80 0 0 100 38 7 7 7 6 8
Popper 110 35 55 8 10 0 0 0 100 100* 7 7 7 7 8
Megaspawn 50 260 27.5 15 220 100 0 0 100 50 28 37 30 34 30
Psimorph 36 420 45 30 50 80 100 85 80 30* 10 10 10 10 30
Micronoid 30 80 40 30 30 0 75 65 85 60* 0 0 0 0 15
Queenspawn 45 600 40* 20 60* 0 0 0 90 60 30 30 30 30 50

*statistic is irrelevant due to unit's inability to move or inability to use items

Difficulty Adjustment

Statistic Increment
TU, Health,
Stamina, Reactions
0.04
Strength, Bravery 0
Psi-energy, Psi-defence 0.02
Psi-attack 0.01
Accuracy -0.04*
Armour (all sides) 0.16
The statistics given above for X-COM personnel are accurate for all difficulties. However, the stats of Security Stations, civilians and all enemies are increased on difficulties above Novice. The formula for modified stats, as with the original game, is as follows:

Modified Stat = floor(Base Stat * (1 + Increment * Skill Level Multiplier))

Psi-defence appears to receive an additional bonus 2 points per skill level, unaffected by the base stat. Psi-defence is capped at 100.

*This is applied to the stat as stored in the data files; see below.

Difficulty Multiplier
Novice 0
Easy 1
Medium 2
Hard 3
Superhuman 4

Notes

  • Agents of a given race start with the stats listed. Through training or combat they can improve up to the stats listed in "Agent Stat Cap". Psionic stats are limited to 3x the agent's starting value as well as by the hard cap.
  • "Score" means the amount added to or subtracted from your score when a unit of this type is killed or captured.
  • Units with Bravery 0 never lose morale except via psi-panic.
  • The Anthropod has an Accuracy stat of 0 (on Novice difficulty), but this doesn't translate into 0% chance to hit due to Apocalypse's accuracy formula.
  • The stats given for Security Stations are for each of the four turrets.
  • The stats of Human opponents and civilians are randomized, just like those of X-COM agents (they also have their own names).
  • In-game Accuracy is 100 minus the number stored in the game files. In-game Stamina is only half that given in the game files. This has already been adjusted in the table above.
  • All units in the game are divided into three classes of armor. The first is agents, they have class 0. They do not have innate armour (but can wear armour). Human opponents and some aliens have class 1. They have innate armour. And the last one, class 2, is Security Stations and some aliens. They also have armor built-in, but they have extra protection (from the rear). Moreover, for this type, armour is considered as a common shell.
  • The "Speed" stat in real-time mode is generated by rounding off the TU stat to the nearest multiple of 8 (halfway rounds down). Immobile units always have Speed 0, while mobile units are limited to a minimum of 40 and maximum of 112 Speed.
  • The Psimorph is listed in the executable as having a Psi-energy stat of 170. However, Psi-energy is capped at 100 and when the unit is initialised this cap is applied to it, so any Psimorphs encountered will always have a 100 Psi-energy stat.
  • The Sectoids in the Aliens' Food Chamber use the Hybrid Agent base stats, adjusted according to the Difficulty Level, though this hardly matters as they are non-combatants. For whatever reason, they are assigned human names.

See Also