Penalty for Failure: Loss of Country and 20 panic across the continent (modified by Campaign Length)ĭuring Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Reward for Succeeding: 20 credits per civilian saved (modified by Campaign Length) (+5% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length) Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns. Soldier Rank = Month/3 + RandĬlamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist) Heavy or Denser: another 40% chance for +1-3Ĭhances multiplied by Campaign Length (2/1/0.5/0.25) Moderate or Denser: another 40% chance for +1-3
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Light or Denser: a 40% chance for 1-3 plus a 2nd 40% chance for 1-3 The panic increase is higher if the abduction was conducted in a country with less panic.Ĭompleting an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts: Two + signs means two of the previous items, three means all three.Īn abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. One + sign means that there is either increased aliens due to alien resources being high, increased alien leader levels due to alien aggression being high, or increased aliens due to Incursion Strength being high. Under the alien activity display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 + signs. The density of the abduction is determined on the Light(0) -> Moderate(1) -> Heavy(2) -> Swarming(3) scale as follows: The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions. XCOM will only be able to respond to 1 of the abductions as the others will expire after one is attempted, so a commander must choose wisely. The aliens will attempt 2 sets of 2 abductions spaced a day apart (upped to 2 sets of 3 abductions at 6 months in). Penalty for Failure: +4 alien research, +4 country panic, and +2 continent panic (modified by current country panic) (modified by Campaign Length)Īlien Abductions are generated by an Abductor and are an Alien Mission that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 5% (multiplicatively) each month that passes.Įach time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. Reward for Succeeding: credits/scientists/engineers/soldiers (see below), -2 panic in country, and -2 panic in continent (modified by Campaign Length) Council missions will have set rewards that can include scientists, engineers, credits, panic reduction, and reward soldiers.Īny abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus (double on council missions).Īll of these rewards will increase in value by 5% per month of the campaign and are modified based on the campaign length.
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UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Most missions will have meld canisters that yield meld if collected.
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UFO Sites, DLC Missions, and Base AssaultsĪbduction, Council, Terror, and Covert Op Data Recovery MissionsĪll missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. The We are Legion (#25) Second Wave option allows bringing 2 additional soldiers on all Covert Op missions. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades. Squad sizes in Long War Rebalance vary depending on the mission type.