Armors
- Unchanged
Characters
- Gave the Battle Scanner ability the full sight range of a squad member per the description of the ability (Up from 18 to 27)
Weapons
- Gave ALL weapons 360 degree over-watch reaction angle, this is in response to the wonky "look" direction mechanics of the game that would sometimes prevent over-watch from functioning properly; This change effects both player and alien weapons.
- Arc Thrower now counts as a Pistol and can be equipped in place of your pistol on units capable of using a pistol. It has the same base stats as the basic pistol and benefits from both pistol research upgrades and Arc Thrower research upgrades. Using it as an ATTACK consumes stun charges and will NOT stun the target, you must still activate the stun effect for it to stun and you still must be withing stunning range for the stun effect to function.
General Mode Balance Changes
- Easy, Normal, Classic, and Impossible mode have been stripped of all HP, Aim, Will, Defense, and Damage Bonus's and Penalties. You will still face more units, a smarter AI, and have less resources on the harder modes; you just won't be doing it against buffed aliens with weakened/penalized soldiers.
Class Changes
- Support is unchanged
- Heavy now gets 1 HP per rank, +20 Defense at squaddie rank and +10 at colonel, and +1 additional Aim per rank. Your heavy is now your "tank" class.
- Assault now gets 1 additional Aim at colonel rank, bringing its total max Aim to the same level as a Support.
- Sniper now gets 1 Additional mobility at Squaddie, lieutenant, and Colonel Rank. Snipers should be more mobile then support.
- Here are the modified stat progression tables:
Support -
Squaddie HP +1 Aim +5 Will +2 Defense +0 Mobility +0
Corporal HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Sergeant HP +1 Aim +3 Will +2 Defense +0 Mobility +0
Lieutenant HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Captain HP +1 Aim +3 Will +2 Defense +0 Mobility +0
Major HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Colonel HP +1 Aim +5 Will +2 Defense +0 Mobility +0
Heavy -
Squaddie HP +1 Aim +3 Will +2 Defense +20 Mobility +0
Corporal HP +1 Aim +2 Will +2 Defense +0 Mobility +0
Sergeant HP +1 Aim +2 Will +2 Defense +0 Mobility +0
Lieutenant HP +1 Aim +2 Will +2 Defense +0 Mobility +0
Captain HP +1 Aim +2 Will +2 Defense +0 Mobility +0
Major HP +1 Aim +3 Will +2 Defense +0 Mobility +0
Colonel HP +1 Aim +3 Will +2 Defense +10 Mobility +0
Assault -
Squaddie HP +1 Aim +5 Will +2 Defense +0 Mobility +0
Corporal HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Sergeant HP +1 Aim +3 Will +2 Defense +0 Mobility +0
Lieutenant HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Captain HP +1 Aim +3 Will +2 Defense +0 Mobility +0
Major HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Colonel HP +1 Aim +5 Will +2 Defense +0 Mobility +0
Sniper -
Squaddie HP +0 Aim +10 Will +2 Defense +0 Mobility +1
Corporal HP +1 Aim +3 Will +2 Defense +0 Mobility +0
Sergeant HP +0 Aim +3 Will +2 Defense +0 Mobility +0
Lieutenant HP +1 Aim +3 Will +2 Defense +0 Mobility +1
Captain HP +0 Aim +4 Will +2 Defense +0 Mobility +0
Major HP +1 Aim +7 Will +2 Defense +0 Mobility +0
Colonel HP +0 Aim +10 Will +2 Defense +0 Mobility +1
*** Note, the mobility and defense changes do not appear to be working at this time.
General Changes:
- Normalized funding from all nations, now every nation provides 93 funding for a base maximum funding of 1488 from countries, this is up from the previous maximum of 1480. (note that in easy mode nation funding is 150% of base)
- Units killed by Chryssalids will now always make zombies on all difficulties regardless of thier position on the screen, previously units killed off screen did NOT turn into zombies.
- Adjusted the maximum number of Active Alien units in battle mode: Easy mode max is 5, Normal mode max is 10, and Classic and Impossible mode max is unlimited. This directly effects difficulty so expect normal mode combat to be a little harder then it was, easy, classic, and impossible modes are unchanged.
- Turned on the ability to detect UFO's before they engage in Abduction or Terror missions if you have satellite coverage over that country. Interceptors will now be working overtime to keep the skies clear!
- Lowered the number of days between random council missions from 7 to 5, this should result in more frequent council missions requiring your attention.
- Lowered the numbber of Scientists needed to make the first lab from 6 to 5
- Lowered the number of engineers needed to make the first workshop from 6 to 5
- Lowered the number of days it takes to test for PSI ability from 10 Days to 5 Days
- Increased the number of testing slots in the PSI testing facility from 3 to 6
- Increased initial funding from 100 to 250
- Reduced the Cost of removing base upgrades from 5 to 0
- Events that increase panic no longer affect the entire continent, just the country the event takes place in.
- Reduced the time it takes to manufacture Satelites from 20 days to 10 days.
- Enabled Second Wave; These are bonus options built into the game but disabled by default, they become available to you once you have completed the game at least once.
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