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Second Wave

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XCOM(EU) SecondWave

Second Wave is a free DLC add-on for XCOM: Enemy Unknown that enables players to unlock advanced gameplay options for increased challenge and replayability. Players will have to start a new game to access these modifiers.

XCOM: Enemy UnknownEdit

The Second Wave content is considered the third DLC[1] released for XCOM: Enemy Unknown and is part of the game's 3rd patch[2].

DefaultEdit

The following Second Wave options are available by default:

  • Damage Roulette: Weapons inflict a wider range of damage (minimum 1 damage, and maximum 150% of the weapon's base damage).
    • Does not apply to explosives.
    • Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an Assault Rifle with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage.
    • If using this in conjunction with 'Absolutely Critical', aliens that do not use cover will take an inordinate number of '1 Damage' hits.
  • New Economy: Randomizes funding provided by Council members.
  • Not Created Equally: Rookies have random initial stats.
    • Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.
    • Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.
    • Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.
    • All soldiers will have the same Health Points, value is defined by the difficulty level.
  • Hidden Potential: As a soldier is promoted, their stats increase randomly.

Normal DifficultyEdit

If the player completes the game on Normal difficulty, additional Second Wave options are unlocked:

  • Red Fog: Combat wounds degrade the soldier's Aim and Movement attributes for the remainder of mission.
  • Absolutely Critical: A flanking shot guarantees a critical hit.
  • The Greater Good: Psionics can only be learned from interrogating a psionic alien.
  • Marathon: The game takes considerably longer to complete.
    • Causes a delay in the initial deployment of most alien species, triples research time, doubles facility construction time, doubles infirmary recovery time, and doubles the cost of Engineering projects (i.e. constructing facilities and items). This increases the difficulty of the early game.

Classic DifficultyEdit

XCOM-EU 2nd wave

If the player completes the game on Classic difficulty, additional Second Wave options are unlocked:

  • Results Driven: The funding provided by each nation is determined by its panic level.
    • +25% funding at level 1 panic, ±0% funding at level 2 panic, -25% at level 3 panic, -50% at level 4, -75% at level 5.
  • High Stakes: Random rewards for stopping alien abductions.
  • Diminishing Returns: Increased cost of satellite construction.
  • More Than Human: The psionic gift is extremely rare.

Impossible DifficultyEdit

XCOM-EU 2nd wave-impossible.jpg

If the player completes the game on Impossible difficulty, additional Second Wave options are unlocked:

  • War Weariness: Council funding decreases over time.
  • E-115: Elerium degrades over time.
  • Total Loss: Lose all soldier gear upon death.
  • Alternate Sources: Doubles the power requirements to build facilities.

Erasing FileEdit

Erasing any files where the campaign has been completed will remove all extra Second Wave options.

XCOM: Enemy WithinEdit

This expansion allows Second Wave options to be accessed and viewed (but not changed) mid-game from the pause menu and adds five new Second Wave features (the first three are available by default, the fourth becomes available after completing the game on Normal and the fifth after completing the game on Classic):

DefaultEdit

The following Second Wave options are available by default:

Normal DifficultyEdit

If the player completes the game on Normal difficulty, additional Second Wave options are unlocked:

  • Mind Hates Matter: Psionic soldiers can't become gene modded or vice-versa.

Classic DifficultyEdit

If the player completes the game on Classic difficulty, additional Second Wave options are unlocked:

  • Itchy Trigger Tentacle: Non-cover aliens have a 50% chance of firing at soldiers upon being spotted.

NotesEdit

  • Previously these options were only accessible and usable by players of the PC version of the game through modding[3] using Resource Hacker .

ReferencesEdit

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