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Xymanek edited this page Oct 20, 2019
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Welcome to the Covert Infiltration wiki!
- You can now run unlimited covert actions at the same time
- All covert actions are now visible on the Geoscape
- There is a brand new UI for managing Covert Ops from Geoscape
- Squad Select screen is used for loadout of Covert Actions
- Soldiers no longer recover will while on covert action
- Soldiers can now get tired for going on covert actions
- Time to complete Covert Action now increases the more people and better gear you bring
- The better gear you bring, the lower are the chances of risks
- The risk chance UI is now in 5 steps instead of 3
- Covert actions can now expire
- The expiration timer is stopped when you deploy your squad
- There is now a Geoscape nameplate for ongoing Covert Actions, as well as an expiration bar (for those that expire)
- Ongoing Covert Actions can now be canceled for intel cost. Doing so requires Avenger to fly to the operation site. Furthermore, you also lose the opportunity (except for Golden Path CAs, like the Chosen hunts)
- Ambushes can now take place on non-abandoned plot types
- The squad size is fixed at 6
- Many missions now need to be infiltrated
- Infiltration begins as a Covert Action and transition to a mission at 100%
- You can launch the mission at 100% infiltration
- The expiration timer is stopped when you deploy your squad, but if you pull them out, the opportunity will be lost
- When infiltrating, you must bring at least 4 people and 2 slots are optional
- The optional slots incur additional penalty to infiltration duration and max possible infiltration. This penalty can be removed via GTS upgrades
- Bondmates slightly reduce the infiltration duration, based on the bond level
- Infiltrating above 100% reduces the chance of Chosen presence on the mission
- The infiltration UI now indicates the chance for chosen presence
- SitReps have been completely reworked. For infiltration missions, there is no more random roll
- Infiltrations can have special risks - "flat risks". They aren't negated by bringing better gear and if triggered, add a negative SitRep to the mission
- Infiltrating above 100% gives bonuses in 33% steps. The first bonus will always remove the risks (if present)
- The bonuses (except for risk removal) are positive SitReps
- For assault missions, there is a 50/50 chance to not get any SitReps or get 1 risk and 1 tier 1 bonus
- TODO: document individual SitReps
- Activity Chains is a completely new mechanic (inspired by LW2's liberation chains) which represents big operations by the resistance
- A chain consists of 1+ stages, where a stage can be an assault mission, infiltration or a Covert Action
- The major chain rewards are awarded after successfully completing the last stage, but going on intermediary stages is also beneficial as you gain XP
- Most missions come from chains. Exceptions are retaliations, AVATAR project facilities and Golden Path missions
- Most activity chains spawn as you pass time in Geoscape. The bigger your resistance network is, the more often opportunities will appear
- Special overview UI for chains, accessible via Commander's Quarters as well as a hotlink when looking at an Activity
- Complications are chain-wide risks with strategic implications
- "Reward Interception": the reward from last mission is halved and an additional mission must be successfully completed to gain these rewards back
- "Chosen Surveillance": completing the chain will increase Chosen's knowledge
- "Open Provocation": completing the chain reduces retaliation timer
- Resistance Ring no longer deals with the Covert Actions, instead building it unlocks Resistance Orders
- When the Ring is built for the first time, you are able to assign orders instantly (no need to wait for supply drop). This is one time bonus
- Staffing an engineer in the Ring now unlocks an additional wildcard order slot
- The GTS now has 2 rookie training slots
- Squad Size upgrades in GTS have been converted to remove penalty for optional slots in infiltrations
- Most items are now built individually
- New T1.5 armor: Civilian Disguise. Enhances mobility, stealth and infiltration time but offers very little protection
- New T2 armor: ADVENT Disguise. Increases protection compared to Civilian Disguise but doesn't offer mobility bonus. Wearer is immune to detection by lamp posts
- New T3 armor: Holographic Disguise. Ultimate disguise, offering stealth, infiltration and mobility bonuses, without compromising on survivability
- The Lock and Load resistance order (ability to remove weapon mods) is now always enabled (and as such was removed from the pool)
- Added a button to drop the Weapon attachment to the attachements UI
- In-game tutorial for new features
- Controller support
- New opportunities on Geoscape use WOTC's notifications UI, making it less annoying when you get many opportunities
- The cost of hiring rookies has been doubled across the board
- Tutorial and L&A campaign options are disabled when CI is enabled
IMPORTANT: You are not supposed to attempt every opportunity you get on the Geoscape. You will not be able to attempt every opportunity you get on the Geoscape