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XCOM(EU) SecondWave

Second Wave is a DLC add-on that enables players to unlock advanced gameplay options that add more challenge and replayability to XCOM: Enemy Unknown. 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:

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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