In Long War, all Second Wave options are available from the start. There are 31 options.
# | Name | Text | Notes |
---|---|---|---|
0 | Damage Roulette | Weapons have much wider range of damage. | Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting. |
1 | New Economy | The funding offered by individual council members is randomized. | Same as in vanilla EU. |
2 | Strict Screening | Rookies' starting starts are fixed at the averages of soldiers' typical ranges. | 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. |
3 | Hidden Potential | Soldier stats at level-up are randomized. | |
4 | Training Roulette | Each soldier's training tree will be partially randomly generated. | 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). |
5 | Save Scum | Loading a saved game will reset the random number seed. | Unchanged from Vanilla EW. |
6 | Red Fog | Any wound taken in combat will degrade soldier's aim and mobility. Aliens are affected. | 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 |
7 | Absolutely Critical | Flanking shots receive +100 bonus (instead of +50) to critical hit chances. | Unchanged from Vanilla EW. |
8 | Liberation | You must free all countries from alien control. | 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. |
9 | Dynamic War | Default is 50% of Long War. | Replaces Marathon. A tunable version of long war with a new alien strategic AI, scaled number of alien missions and adjusted economy. Unadjusted, this generates 50% of number of alien missions that standard Long War would, but this can be adjusted in the LongWar.ini file. More info on scaling. |
10 | Results Driven | A country will offer less funding as its panic increases. | Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale. |
11 | Cinematic Mode | XCOM units are significantly more accurate during tactical combat. | All soldiers and SHIVs get +15 to hit in all cases. |
12 | Diminishing Returns | The cost of satellites increases with everyone which is build. | This has been changed compared to vanilla in two ways, making it slightly more reasonable for Long War. The cost increase of satellites increases based on total number of satellites - those launched, built/in-storage, and queued for being built. It's also no longer possible to place a build order for more than one satellite at a time, avoiding the cost. On the other hand, satellites being shot down won't result in crazily escalating satellite costs, because the costs will go down with lost satellites. The scaling factor for how much satellite costs increase has been toned down, along with the engineer requirement increase. However, the time-to-build satellites is not decreased. |
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 aliens may choose to fire immediately. | Unchanged from Vanilla EW, but always enabled during alien base assaults. |
15 | War Weariness | Overall funding levels drop over time. | Funding reduced over time. Rate of funding reduction slowed to match Long War timescale. |
16 | Bronzeman Mode | Allows restart of missions via Pause menu in Ironman mode. | This option enables tactical mission restart option on Ironman campaigns. (E-299 SW option will no longer be available). |
17 | Total Loss | Sometimes lose gear from soldiers who are killed or left behind. | By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance for each of their equipped gear to be recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in the same penalty for dead soldiers on successful missions as there is for MIA soldiers. |
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. | Unchanged from Vanilla EW. |
20 | Mind Hates Matter | Genetically modified soldiers cannot undergo psi testing, and vice versa. | By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers. |
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. | |
24 | The Friendly Skies | Your interceptors are significantly more accurate during air combat. | |
25 | We Are Legion | Start with the two squad size increases already developed and use additional troops on some covert ops missions. | |
26 | Miracle Workers | Repairing items costs no resources, only time. | |
27 | Quick and Dirty | Many missions will have fewer aliens overall. | |
28 | Perfect Information | You will see enemy to-hit values. | |
29 | Recon | You will see meld cans and bomb nodes in the fog. | This is vanilla default behavior. |
30 | Green Fog | The XCOM soldier aim and will degrade after each turn during combat. | http://www.nexusmods.com/xcom/mods/652/ |
See also
May 20, 2011 I'm in late January of the second year with this start- with around 130 engineers, 100 scientists, US, Mexico, and Canada are the only places to have withdrawn, and every other country is at less than 20% panic levels. This is my favorite start. The Europe bonus is also great, but Russia is a pain to defend from UFOs. If youre one of the many that picked up XCOM: Enemy Unknown, you likely noticed just how punishing the amazing turn-based strategy game can be-even on the easier settings.Those who bumped things. Long War's economy is very different to vanilla. While launching Satellites will increase your income, satellite spam is not the answer to all your problems like it is in vanilla. Satellite Uplinks give only one Satellite per uplink plus adjacency and Satellites are more expensive, so the cost of increasing your satellite coverage is much higher. Unlike the vanilla game, in Long War you no longer acquire your starting continent's bonus from the start. To acquire any bonus you require full satellite coverage of said continent. Country starting bonuses. Since beta 15, the XCOM newly commissioned commander can choose the country where the primary base will be built. Jun 16, 2017 Home › Gaming › XCOM 2: Long War 2 Guide and Tips (Spoiler-Free) XCOM 2: Long War 2 Guide and Tips (Spoiler-Free) By h3rring on June 16, 2017. ( 2) I love XCOM 2 and have got pretty good at it over the years. All that experience didn’t make winning at Long War 2 (a semi-official full-conversion mod for the game) any easier though.
Long War: Overview | |
---|---|
Mod Information• Change Log• New Commands• Difficulty Levels• Second Wave• Troubleshooting Guide• Dev Console• Custom Modifications |
Power
Best Starting Country And Tips For Beginners? - XCOM: Enemy ...
All difficulties have fixed Base power, and each campaign is hardcoded to have two Steam Vents (where they'll be is still up to luck, however). These two vents are meant as bonuses, and they will not be enough to power a fully built base. And keep in mind the length of time it takes to build the generators and facilities, so plan ahead. At minimum you'll eventually want three adjacent Elerium Generators somewhere-- you should be planning your base layout early anyways.
Economy
Long War's economy is very different to vanilla. While launching Satellites will increase your income, satellite spam is not the answer to all your problems like it is in vanilla. Satellite Uplinks give only one Satellite per uplink plus adjacency and Satellites are more expensive, so the cost of increasing your satellite coverage is much higher. The extra income you gain from each Satellite is lower, since a country will already fund you 50% in normal (classic 40%, brutal 33%, impossible 25%) without a Satellite. Your Satellite network must be protected by interceptors, and interceptor maintenance is expensive - in fact it's likely your single biggest expenditure each month. Even with good interceptor coverage, eventually the aliens will get annoyed enough to send Battleships after your Satellites, so you will need to occasionally replace them. With all of these factors combined, launching more Satellites will only marginally increase your income. You can improve this aspect of your income by thinking about efficiency - cover high income countries and cover whole continents to improve the efficiency of your interceptor placement. Prioritizing aerospace research will also help, since it will allow you to reliably shoot down UFOs with fewer interceptors and less damage taken, meaning less interceptors needed and less maintenance.
A large amount of your income will come from the sale of Alien Artifacts. Long War presents you with a lot of missions, which means a lot of Alloys, Elerium and corpses to sell - chances are you'll have considerably more of these things than you can sensibly use in the early game. While Satellites don't give you so much direct income, the extra UFOs you can assault with more satellite coverage will mean more artifacts to sell, and hence more income indirectly. Do not sell things on the Gray Market until you need the Credits, because you never know when EXALT is going to hack your funding and steal a portion of your funds.
In fact, with the Foundry projects that increase the amount of Alloys and Elerium you recover from raided UFOs: if you can confidently do so with regularity, particularly with landed large UFOs, selling the two can be an extra means of income. And with an array of Workshops giving you refunds on them on projects, it is not too difficult to reach a sustainable balance between selling and using, even with the occasional Council request giving additional personnel and Credits in exchange.
The amount of Meld that you get from canisters scales with how well the aliens are doing (that means amount of Resource of aliens they have). As such, you may find that Meld becomes hard to come by if you're doing 'too well', so selling it or giving it by Request should not be done. On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and Gene Mods to help you get back in the game.
While a UFO Assault has a chance of material resources, getting an UFO destroyed result also gives a credit bounty from the Council, which you may find more profitable than an assault. Plus the fact that things like UFO Computers and UFO Power Sources have low survival rates early on (until you develop the EMP Cannon interceptor weapon), either scenario is profitable, though which you should hope for depends on what you need at the time.
Satellite Coverage & Panic
The two main sources of panic in the Long War are Terror Missions, where an excellent mission rating only minimizes the Panic raise that will occur, and public UFO sightings in Council Nation airspace.
For satellite coverage, since Uplink and Nexus capacity has been halved, you'll need more to fully cover all Council nations. The ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexuses; this will allow you to cover all 16 countries. While at first you will lose at least 1 country, and have only 15 countries to cover at start, though you can liberate the 16th; in fact, liberating at least one country is required for story progression, as any withdrawn nation will spawn an Alien Base within it's borders - you should build with the 3 and 3 in mind, so that you will not need to rebuild later, if your aim is to rescue all member nations.
Still, coverage as soon as possible is ideal, so you can manage any smaller craft that come into covered airspace, and assault landed UFOs that are too big for your interceptors, or at least harass them in-flight. This (ineffectual) show of force is at least good PR for the Council nations, as doing at least 50% damage to UFOs reduces both Panic, as well as slows the aliens' research progression. Try to keep some Satellites in reserve, for when the inevitable Battleship comes for your satellites. Well, if you have the money, that is.
Story progression is nearly identical to vanilla, except that a Satellite must be put over a withdrawn nation (be it that first one, or one later lost to Panic), along with a Skeleton Key being built. Any further countries lost will also spawn bases for additional assaults (and while difficult, they have been made profitable, to give you a fighting chance to bounce back from severe panic conditions).
Research
Due to the fact that aliens can now conduct research themselves, it is recommended to have a general direction towards which to focus your efforts in order not to fall too far behind them and avoid researching projects that may not prove immediately necessary at the present moment.
With the way Fatigue and injury are handled in Long War, armor becomes a much more valuable asset to your troops as only hits that manage to successfully penetrate a soldier's armor can grant them a vacation in your sickbay. Skipping Laser Weaponry entirely is not recommended on higher difficulties unless especial care is taken to maximize scientists through Council Requests and satellite coverage in addition to having a healthy amount of Laboratories, as the both the accuracy bonus and damage are highly desirable in the early stages of the game. Even later on, handing a Rocketeer a Laser Carbine may even be better than having them use advanced weaponry as this improves their ability to hit bullseye with their launcher and results in less scatter.
Furthermore, it is very important to put research effort into your airspace capabilities if you wish to preserve your satellite coverage. When given the choice whether to buy additional interceptors or upgrade existing ones through Foundry projects, weaponry or even temporary boosters, it is almost always recommended to go for the latter. The more UFO's you are able to successfully shoot down with your interceptors, the more materials and Credits you will be able to salvage in the long run.
Long War: Which Beginning Country Bonus Do You Choose ...
Alien Research
Xcom Long War Best Starting Country
- Main article: Alien Research
The pace at which the aliens conduct research is dictated both by difficulty level and player action. Soldiers that are MIA (left behind) at the end of a mission will significantly boost alien research and should at all times be avoided unless if by doing so more are likely to meet the same fate. As of Beta 14, this is still in effect, albeit in a much lesser fashion (1/4 of its original value). If you lose a soldier but win the mission, the aliens don't get research.
See Full List On Ufopaedia.org
- They don't gain research for shooting down an interceptor.
- They don't gain research for shooting down a Satellite.
- They do gain a little research for each non-air raid UFO that escapes undamaged.
- They have a chance to gain a little research if a UFO escapes lightly damaged.
- They gain a good bit of research if a landed UFO on a research mission is not defeated.