XComGame.int is a file used to localize in-game naming for XCOM: Enemy Unknown.
The file for PC versions of the game is located at:
[XCOM installed folder]\XComGame\Localization\INT\
It's equivalent in the iOS-version is XComGame.xxx located in the Folder CookedIPhone under the applications general folder and can be edited via a text editor to achieve the same results as on PC.
Info[]
This game file for XCOM: Enemy Unknown is used by the modding community to change the names of Soldier Ranks, equipment, etc.
It contains:
- UI info
- Rank name
- Item name (Armors, weapons, etc)
- Class specific nickname
- Aliens name
- Class abilities
- and much more.
File Content[]
[UI_FxsShellScreen] m_strDefaultHelp_Accept=NEXT m_strDefaultHelp_Cancel=BACK m_strDefaultHelp_MouseNav_Accept=NEXT m_strDefaultHelp_MouseNav_Cancel=BACK [UIUtilities] m_strGenericConfirm=CONFIRM m_strGenericCancel=CANCEL m_strGenericBack=BACK m_strDay=Day m_strDays=Days m_strMPPlayerEndTurnDialog_Title=End Turn m_strMPPlayerEndTurnDialog_Body=Are you sure you want to end your turn? KNOWN_NULL_CHARACTER_DO_NOT_TRANSLATE=ā [UICloseCombat] m_sButtonHelp_Run=Run m_sTotalDesc=Total: [UICombatLose] m_sVolunteerTitle=The Volunteer is Lost! m_sVolunteerBody=The Volunteer has died, and with them, our hopes. We cannot succeed against the Ethereals. Humanity is doomed to servitude. m_sOperativesTitle=All Operatives Lost! m_sOperativesBody=All XCOM operatives were lost. The XCOM project is terminated, effective immediately. m_sRestart=RESTART MISSION m_sReload=RELOAD PREVIOUS SAVE m_sExitToMain=EXIT TO MAIN MENU m_kExitGameDialogue_title=Exit to Main Menu? m_kExitGameDialogue_body=Any unsaved progress will be lost.\n\nDo you want to exit now? m_sAccept=EXIT TO MAIN MENU m_sCancel=CANCEL [UIControllerMap] m_sExpandEventList=Expand Event List m_sController=Controller m_sControllerPS3=wireless controller m_sKeyboardAndMouse=Keyboard & Mouse m_sBattlescape=during battles m_sMissionControl=in Mission Control m_sDone=Done m_sDefaults=Defaults m_sUnused=Unused m_sTakeAction=Take Action m_sCancel=Cancel m_sSwapWeapons=Swap Weapons m_sOverwatch=Overwatch m_sMoveCursor=Move Cursor m_sPanCamera=Pan Camera m_sRotateCamera=Rotate Camera m_sEndTurn=End Turn m_sPauseMenu=Pause Menu m_sNextUnit=Next Unit m_sPrevUnit=Previous Unit m_sZoom=Zoom m_sTargetMode=Target Mode m_sDetails=Details m_sHeightAdjust=Height Adjust m_sAccept=Accept m_sCancelHQ=Cancel m_sAltChoice=Alternative Choice m_sMainRoom=Mission Control m_sSelectAnalogHQ=Select m_sPanCameraHQ=Pan Camera m_sSelectHQ=Select m_sDatabaseHQ= m_sPanCameraHQ=Pan Camera m_sNextUnitHQ=Next Unit m_sPrevUnitHQ=Previous Unit m_sZoomHQ=Zoom m_sItemSelect=Item Select m_sButton=Button m_sInfo=Info m_sInformation=Information m_sRSBtnInfo=RS m_sRTBtnInfo=RT m_sYBtnInfo=Y m_sBBtnInfo=B m_sXBtnInfo=X m_sABtnInfo=A m_sStartBtnInfo=Start m_sSelectBtnInfo=Select m_sDPadVBtnInfo=Dpad vert m_sDPadHBtnInfo=Dpad horiz m_sLSBtnInfo=LS m_sLTBtnInfo=LT m_sLBBtnInfo=LB [UIFxsLocalizationHelper] m_strAlienDisplayName_Sectoid=Sectoid m_strAlienDisplayName_SectoidCommander=Sectoid Commander m_strAlienDisplayName_Floater=Floater m_strAlienDisplayName_FloaterHeavy=Heavy Floater m_strAlienDisplayName_Muton=Muton m_strAlienDisplayName_MutonElite=Muton Elite m_strAlienDisplayName_MutonBerserker=Muton Berserker m_strAlienDisplayName_Chryssalid=Chryssalid m_strAlienDisplayName_Sectopod=Sectopod (Mini) m_strAlienDisplayName_Drone=Drone m_strAlienDisplayName_Cyberdisc=Cyberdisc m_strAlienDisplayName_Thinman=Thin Man m_strAlienDisplayName_Ethereal=Ethereal m_strAlienDisplayName_EtherealUber=Uber Ethereal m_strAlienDisplayName_Zombie=Zombie m_strAlienDisplayName_Outsider=Outsider m_strAlienDisplayName_None=None m_strAlienDisplayName_NotFound=Not Found [UINavigationHelp] m_strBackButtonLabel=BACK [UIInventory] m_sBackpack=BACKPACK m_sEquip=EQUIP m_sUnEquip=UNEQUIP m_sCancel=CANCEL [UIInventory_GearContainer] m_sShouldCustomize=You should be able to customize, but the spiffy Customize Menu is not yet implemented. m_sItemUsesCost=USES %d SEC [UILoadGame] m_sLoadTitle=Load Game m_sLoadingInProgress=READING SAVE FILE m_sMissingDLCTitle=CANNOT LOAD SAVE GAME m_sMissingDLCText=Missing Required Downloadable Content: m_sLoadFailedTitle=LOAD FAILED m_sLoadFailedText=Failed to read save game. The file may be corrupt. m_strLostProgressTitle=CONFIRM LOAD GAME m_strLostProgressBody=Any unsaved progress will be lost. Are you sure you want to load this save file? m_strLostProgressConfirm=LOAD GAME m_strDeleteLabel=DELETE GAME m_strLanguageLabel=Language: m_strWrongLanguageText=Some save games were not displayed because they were created in another language. [UIOptionsPCScreen] m_strCreditsLink=CREDITS m_strTitle=OPTIONS m_strExitAndSaveSettings=SAVE CHANGES AND EXIT m_strResetAllSettings=RESTORE DEFAULT SETTINGS m_strIgnoreChangesDialogue=Do you want to exit and discard your changes? m_strIgnoreChangesConfirm=EXIT WITHOUT CHANGES m_strIgnoreChangesCancel=BACK TO OPTIONS m_strWantToResetToDefaults=Are you sure you want to restore the default settings? m_strTabVideo=VIDEO m_strTabGraphics=GRAPHICS m_strTabAudio=AUDIO m_strTabGameplay=GAMEPLAY m_strTabInterface=INTERFACE m_strVideoLabel_Mode=Mode: m_strVideoLabel_Fullscreen=Fullscreen m_strVideoLabel_Windowed=Windowed m_strVideoLabel_BorderlessWindow=Borderless Window m_strVideolabel_MouseLock=Lock mouse to window: m_strVideoLabel_Resolution=Resolution: m_strVideoLabel_Gamma=Gamma: m_strVideoLabel_GammaDirections=Adjust gamma slider until the\nleft icon is barely visible m_strVideoLabel_VSyncToggle=Enable v-sync: m_strVideoLabel_FRSmoothingToggle=Enable Framerate Smoothing: m_strVideoKeepSettings_Title=KEEP SETTINGS? m_strVideoKeepSettings_Body=Do you wish to keep the current settings? Settings\nwill automatically revert in %VALUE seconds. m_strVideoKeepSettings_Confirm=KEEP SETTINGS m_strGraphicsLabel_Preset=Preset: m_strGraphicsLabel_Shadow=Shadows: m_strGraphicsLabel_TextureFiltering=Texture Filtering: m_strGraphicsLabel_AntiAliasing=Anti-Aliasing: m_strGraphicsLabel_PostProcessing=Post Processing: m_strGraphicsLabel_FOW=Fog of War: m_strGraphicsLabel_AmbientOcclusion=Ambient Occlusion: m_strGraphicsLabel_Effects=Effects: m_strGraphicsLabel_TextureDetail=Texture Detail: m_strGraphicsSetting_Low=Low m_strGraphicsSetting_Medium=Medium m_strGraphicsSetting_High=High m_strGraphicsSetting_Disabled=Disabled m_strGraphicsSetting_Custom=Custom m_strAudioLabel_MasterVolume=Master volume: m_strAudioLabel_SpeakerPreset=Speaker preset: m_strAudioLabel_VoiceVolume=Voice volume: m_strAudioLabel_SoundEffectVolume=Sound effect volume: m_strAudioLabel_MusicVolume=Music volume: m_strAudioLabel_EnableSoldierSpeech=Enable soldier speech: m_strGameplayLabel_GlamCam=Show action cam: m_strGameplayLabel_ThirdPersonCamera=Enable third-person cam: m_strGameplayLabel_StrategyAutosaveFrequency=Strategy autosave frequency: m_strGameplayLabel_TacticalAutosaveFrequency=Tactical autosave frequency: m_strGameplayLabel_AutosaveToggle=Enable autosave: m_strGameplayLabel_AutosaveOnReturnFromTactical=Save upon mission return: m_strGameplayLabel_ShowEnemyHealth=Show enemy health: m_strInterfaceLabel_DefaultCameraZoom=Default camera zoom: m_strInterfaceLabel_ShowHealthBars=Show healthbars: m_strInterfaceLabel_ShowSubtitles=Show subtitles: m_strInterfaceLabel_EdgescrollSpeed=Edge scroll speed: m_strInterfaceLabel_InputDevice=Input device: m_strInterfaceLabel_Controller=Xbox 360 Controller m_strInterfaceLabel_Mouse=Mouse m_strInterfaceLabel_KeyBindings=Edit Keyboard Bindings m_strSavingOptionsFailed=Failed to save options. m_strSavingOptionsFailed360=Could not save options at this time. [UIKeybindingsPCScreen] m_strTitle=KEYBOARD BINDINGS m_strGeneralBindingsCategoryLabel=MENU SHORTCUTS m_strTacticalBindingsCategoryLabel=TACTICAL SHORTCUTS m_strResetBindingsButtonLabel=RESET TO DEFAULTS m_strSaveAndExitButtonLabel=SAVE & EXIT m_strCancelButtonLabel=CANCEL m_strPrimaryBindingsColumnHeader=PRIMARY KEY m_strSecondaryBindingsColumnHeader=SECONDARY KEY m_strPressKeyLabel=PRESS KEY m_strConfirmResetBindingsDialogTitle=CONFIRM RESET TO DEFAULTS m_strConfirmResetBindingsDialogText=Are you sure you want to restore the Keyboard Shortcuts to their default value? m_strConfirmDiscardChangesTitle=CONFIRM DISCARD CHANGES m_strConfirmDiscardChangesText=All shortcut changes will be discarded, continue leaving this screen? m_strConfirmDiscardChangesAcceptButton=Discard & Exit m_strConfirmDiscardChangesCancelButton=Stay on Screen m_strConfirmConflictingBindDialogTitle=KEY ALREADY MAPPED m_strConfirmConflictingBindDialogText=The key '<XGParam:StrValue0/>' is already mapped to the <XGParam:StrValue1/> action. Rebinding this key will remove it's previous shortcut functionality, would you like to continue? m_strConfirmConflictingBindDialogAcceptButton=YES m_strConfirmConflictingBindDialogCancelButton=NO [XComKeybindingData] m_strShiftKeyPreprocessor=SHIFT m_strControlKeyPreprocessor=CTRL m_strAltKeyPreprocessor=ALT m_strNumpadKeyPreprocessor=NUM m_arrGeneralBindableLabels[eGBC_Confirm]=CONFIRM m_arrGeneralBindableLabels[eGBC_Cancel]=CANCEL m_arrGeneralBindableLabels[eGBC_NavigateUp]=NAVIGATE UP m_arrGeneralBindableLabels[eGBC_NavigateDown]=NAVIGATE DOWN m_arrGeneralBindableLabels[eGBC_NavigateLeft]=NAVIGATE LEFT m_arrGeneralBindableLabels[eGBC_NavigateRight]=NAVIGATE RIGHT m_arrTacticalBindableLabels[eTBC_EnterShotHUD_Confirm]=OPEN SHOT HUD / CONFIRM ACTION m_arrTacticalBindableLabels[eTBC_Pause]=CANCEL / PAUSE m_arrTacticalBindableLabels[eTBC_Path]=MOVE UNIT TO CURSOR m_arrTacticalBindableLabels[eTBC_Interact]=INTERACT WITH OBJECTS m_arrTacticalBindableLabels[eTBC_Chat]=TEXT CHAT m_arrTacticalBindableLabels[eTBC_MoreInfo]=MORE INFO m_arrTacticalBindableLabels[eTBC_SwapWeapon]=SWAP WEAPON m_arrTacticalBindableLabels[eTBC_EndTurn]=END TURN m_arrTacticalBindableLabels[eTBC_CamCenterOnActiveUnit]=CENTER CAMERA ON ACTIVE UNIT m_arrTacticalBindableLabels[eTBC_CamMoveLeft]=CAMERA MOVE LEFT m_arrTacticalBindableLabels[eTBC_CamMoveRight]=CAMERA MOVE RIGHT m_arrTacticalBindableLabels[eTBC_CamMoveUp]=CAMERA MOVE UP m_arrTacticalBindableLabels[eTBC_CamMoveDown]=CAMERA MOVE DOWN m_arrTacticalBindableLabels[eTBC_CamRotateLeft]=CAMERA ROTATE LEFT m_arrTacticalBindableLabels[eTBC_CamRotateRight]=CAMERA ROTATE RIGHT m_arrTacticalBindableLabels[eTBC_CamZoomIn]=CAMERA ZOOM IN m_arrTacticalBindableLabels[eTBC_CamZoomOut]=CAMERA ZOOM OUT m_arrTacticalBindableLabels[eTBC_CamFreeZoom]=CAMERA FREE ZOOM m_arrTacticalBindableLabels[eTBC_CamToggleZoomLevel]=TOGGLE ZOOM LEVEL m_arrTacticalBindableLabels[eTBC_CursorUp]=ASCEND FLOOR m_arrTacticalBindableLabels[eTBC_CursorDown]=DESCEND FLOOR m_arrTacticalBindableLabels[eTBC_PrevUnit]=PREVIOUS UNIT / TARGET m_arrTacticalBindableLabels[eTBC_NextUnit]=NEXT UNIT / TARGET m_arrTacticalBindableLabels[eTBC_AbilityOverwatch]=OVERWATCH m_arrTacticalBindableLabels[eTBC_AbilityReload]=RELOAD m_arrTacticalBindableLabels[eTBC_AbilityHunkerDown]=HUNKER DOWN m_arrTacticalBindableLabels[eTBC_Ability1]=ABILITY 1 m_arrTacticalBindableLabels[eTBC_Ability2]=ABILITY 2 m_arrTacticalBindableLabels[eTBC_Ability3]=ABILITY 3 m_arrTacticalBindableLabels[eTBC_Ability4]=ABILITY 4 m_arrTacticalBindableLabels[eTBC_Ability5]=ABILITY 5 m_arrTacticalBindableLabels[eTBC_Ability6]=ABILITY 6 m_arrTacticalBindableLabels[eTBC_Ability7]=ABILITY 7 m_arrTacticalBindableLabels[eTBC_Ability8]=ABILITY 8 m_arrTacticalBindableLabels[eTBC_Ability9]=ABILITY 9 m_arrTacticalBindableLabels[eTBC_Ability0]=ABILITY 10 m_arrTacticalBindableLabels[eTBC_Target1]=TARGET 1 m_arrTacticalBindableLabels[eTBC_Target2]=TARGET 2 m_arrTacticalBindableLabels[eTBC_Target3]=TARGET 3 m_arrTacticalBindableLabels[eTBC_Target4]=TARGET 4 m_arrTacticalBindableLabels[eTBC_Target5]=TARGET 5 m_arrTacticalBindableLabels[eTBC_Target6]=TARGET 6 m_arrTacticalBindableLabels[eTBC_Target7]=TARGET 7 m_arrTacticalBindableLabels[eTBC_Target8]=TARGET 8 m_arrTacticalBindableLabels[eTBC_Target9]=TARGET 9 m_arrTacticalBindableLabels[eTBC_Target0]=TARGET 10 m_arrTacticalBindableLabels[eTBC_QuickSave]=QUICK SAVE m_arrLocalizedKeyNames[eLKN_Tab]=TAB m_arrLocalizedKeyNames[eLKN_Home]=Home m_arrLocalizedKeyNames[eLKN_CapsLock]=Caps Lock m_arrLocalizedKeyNames[eLKN_Enter]=Enter m_arrLocalizedKeyNames[eLKN_Escape]=Escape m_arrLocalizedKeyNames[eLKN_End]=End m_arrLocalizedKeyNames[eLKN_Delete]=Delete m_arrLocalizedKeyNames[eLKN_BackSpace]=Backspace m_arrLocalizedKeyNames[eLKN_Insert]=Insert m_arrLocalizedKeyNames[eLKN_NumLock]=Num Lock m_arrLocalizedKeyNames[eLKN_Spacebar]=Spacebar m_arrLocalizedKeyNames[eLKN_LeftShift]=Left Shift m_arrLocalizedKeyNames[eLKN_RightShift]=Right Shift m_arrLocalizedKeyNames[eLKN_LeftAlt]=Left Alt m_arrLocalizedKeyNames[eLKN_RightAlt]=Right Alt m_arrLocalizedKeyNames[eLKN_LeftControl]=Left Control m_arrLocalizedKeyNames[eLKN_RightControl]=Right Control m_arrLocalizedKeyNames[eLKN_RightMouseButton]=Right Mouse Button m_arrLocalizedKeyNames[eLKN_LeftMouseButton]=Left Mouse Button m_arrLocalizedKeyNames[eLKN_MiddleMouseButton]=Middle Mouse Button m_arrLocalizedKeyNames[eLKN_MouseScrollUp]=Mouse Scroll Up m_arrLocalizedKeyNames[eLKN_MouseScrollDown]=Mouse Scroll Down m_arrLocalizedKeyNames[eLKN_ThumbMouseButton]=Thumb Mouse Button m_arrLocalizedKeyNames[eLKN_ThumbMouseButton2]=Thumb Mouse Button 2 m_arrLocalizedKeyNames[eLKN_Up]=Up m_arrLocalizedKeyNames[eLKN_Down]=Down m_arrLocalizedKeyNames[eLKN_Left]=Left m_arrLocalizedKeyNames[eLKN_Right]=Right m_arrLocalizedKeyNames[eLKN_ScrollLock]=Scroll Lock m_arrLocalizedKeyNames[eLKN_LeftBracket]=[ m_arrLocalizedKeyNames[eLKN_RightBracket]=] m_arrLocalizedKeyNames[eLKN_PageUp]=Page Up m_arrLocalizedKeyNames[eLKN_PageDown]=Page Down m_arrLocalizedKeyNames[eLKN_Divide]=/ m_arrLocalizedKeyNames[eLKN_Multiply]=* m_arrLocalizedKeyNames[eLKN_Subtract]=- m_arrLocalizedKeyNames[eLKN_Semicolon]=; m_arrLocalizedKeyNames[eLKN_Underscore]=- m_arrLocalizedKeyNames[eLKN_Equals]== m_arrLocalizedKeyNames[eLKN_Add]=+ m_arrLocalizedKeyNames[eLKN_Tilde]=~ m_arrLocalizedKeyNames[eLKN_Quote]=' m_arrLocalizedKeyNames[eLKN_Slash]=/ m_arrLocalizedKeyNames[eLKN_Backslash]=\ m_arrLocalizedKeyNames[eLKN_Comma]=, m_arrLocalizedKeyNames[eLKN_Period]=. m_arrLocalizedKeyNames[eLKN_Decimal]=. m_arrLocalizedKeyNames[eLKN_Pause]=Pausa [UICredits] m_arrCredits[0]=<h0>CREDITS</h0> m_arrCredits[1]= m_arrCredits[2]= m_arrCredits[3]=<h1>Firaxis Games</h1> m_arrCredits[4]= m_arrCredits[5]=<h2>Design Team</h2> m_arrCredits[6]= m_arrCredits[7]=<h3>Designed By</h3> m_arrCredits[8]=Jake Solomon m_arrCredits[9]= m_arrCredits[10]=<h3>Sr. Game Designer</h3> m_arrCredits[11]=Ananda Gupta m_arrCredits[12]= m_arrCredits[13]=<h3>Lead Level Designer</h3> m_arrCredits[14]=Todd Broadwater m_arrCredits[15]= m_arrCredits[16]=<h3>Level/Tech Designer</h3> m_arrCredits[17]=Liam Collins m_arrCredits[18]= m_arrCredits[19]=<h3>Level Designer</h3> m_arrCredits[20]=Orion Burcham m_arrCredits[21]= m_arrCredits[22]=<h3>Additional Level Design</h3> m_arrCredits[23]=Ed Piper m_arrCredits[24]=Garth DeAngelis m_arrCredits[25]=Patrick Miller m_arrCredits[26]= m_arrCredits[27]=<h3>Lead Writer</h3> m_arrCredits[28]=Scott Wittbecker m_arrCredits[29]= m_arrCredits[30]=<h3>Additional Writing</h3> m_arrCredits[31]=Liam Collins m_arrCredits[32]= m_arrCredits[33]=<h2>Production Team</h2> m_arrCredits[34]= m_arrCredits[35]=<h3>Lead Producer</h3> m_arrCredits[36]=Garth DeAngelis m_arrCredits[37]= m_arrCredits[38]=<h3>Producers</h3> m_arrCredits[39]=Clint McCaul m_arrCredits[40]=Amber Hinden m_arrCredits[41]= m_arrCredits[42]=<h3>Associate Producer</h3> m_arrCredits[43]=Pete Murray m_arrCredits[44]= m_arrCredits[45]=<h3>Additional Production</h3> m_arrCredits[46]=Barry Caudill m_arrCredits[47]=Jesse Smith m_arrCredits[48]=Lisa Miller m_arrCredits[49]=David McDonough m_arrCredits[50]=Michelle Menard m_arrCredits[51]= m_arrCredits[52]=<h2>Engineering Team</h2> m_arrCredits[53]= m_arrCredits[54]=<h3>Lead Engineer</h3> m_arrCredits[55]=Casey O'Toole m_arrCredits[56]= m_arrCredits[57]=<h3>Lead Systems Engineer</h3> m_arrCredits[58]=Justin Boswell m_arrCredits[59]= m_arrCredits[60]=<h3>Systems Engineers</h3> m_arrCredits[61]=Ryan McFall m_arrCredits[62]=Eric Jordan m_arrCredits[63]= m_arrCredits[64]=<h3>Systems/Tools Engineer</h3> m_arrCredits[65]=Scott Ramsay m_arrCredits[66]= m_arrCredits[67]=<h3>Lead Graphics Engineer</h3> m_arrCredits[68]=Jeremy Shopf m_arrCredits[69]= m_arrCredits[70]=<h3>Graphics Engineer</h3> m_arrCredits[71]=Scott Boeckmann m_arrCredits[72]= m_arrCredits[73]=<h3>Co-Lead User Interface Engineers</h3> m_arrCredits[74]=Brittany Steiner m_arrCredits[75]=Tronster m_arrCredits[76]= m_arrCredits[77]=<h3>User Interface Engineers</h3> m_arrCredits[78]=Sam Batista m_arrCredits[79]=David Burchanowski m_arrCredits[80]= m_arrCredits[81]=<h3>Gameplay Engineers</h3> m_arrCredits[82]=Joshua Bouscher m_arrCredits[83]=Don Wuenschell m_arrCredits[84]= m_arrCredits[85]=<h3>Gameplay/AI Engineer</h3> m_arrCredits[86]=Alex Cheng m_arrCredits[87]= m_arrCredits[88]=<h3>Lead Multiplayer Engineer</h3> m_arrCredits[89]=Todd Smith m_arrCredits[90]= m_arrCredits[91]=<h3>Multiplayer Engineer</h3> m_arrCredits[92]=Tim Talley m_arrCredits[93]= m_arrCredits[94]=<h3>Additional Engineering</h3> m_arrCredits[95]=Mustafa Thamer m_arrCredits[96]=Alex Mantzaris m_arrCredits[97]=Dominic Cerquetti m_arrCredits[98]=Marc Meyer m_arrCredits[99]=Erik Walle m_arrCredits[100]=Tom Whittaker m_arrCredits[101]=Jason Winokur m_arrCredits[102]=Elliot Pace m_arrCredits[103]=Marc Giordano m_arrCredits[104]=Mark Hu m_arrCredits[105]=Chris Page m_arrCredits[106]=Chris Doyle m_arrCredits[107]=Will Miller m_arrCredits[108]=Scott Lewis m_arrCredits[109]=Katie Hirsch\nJosh Barczak\nGreg Osefo\nTim Kipp\nDan Baker\nBradley Olson\nMike Springer\nMarek Vojtko\nNed Way m_arrCredits[110]= m_arrCredits[111]=<h2>Art Team</h2> m_arrCredits[112]= m_arrCredits[113]=<h3>Project Art Director</h3> m_arrCredits[114]=Greg Foertsch m_arrCredits[115]= m_arrCredits[116]=<h3>Lead Animator</h3> m_arrCredits[117]=Dennis Moellers m_arrCredits[118]= m_arrCredits[119]=<h3>Senior Animator</h3> m_arrCredits[120]=Justin Thomas m_arrCredits[121]= m_arrCredits[122]=<h3>Animators</h3> m_arrCredits[123]=Hector Antunez m_arrCredits[124]=John Stewart m_arrCredits[125]=Bryan Twomey m_arrCredits[126]=Mark Thomas m_arrCredits[127]= m_arrCredits[128]=<h3>Lead Cinematic Artist</h3> m_arrCredits[129]=Andrew Currie m_arrCredits[130]= m_arrCredits[131]=<h3>Lead Character Artist</h3> m_arrCredits[132]=Chris Sulzbach m_arrCredits[133]= m_arrCredits[134]=<h3>Weapons/Items & Outsourcing Manager</h3> m_arrCredits[135]=Brian Theodore m_arrCredits[136]= m_arrCredits[137]=<h3>Lead Environment Artist</h3> m_arrCredits[138]=Matt Demaray m_arrCredits[139]= m_arrCredits[140]=<h3>Environment Artists</h3> m_arrCredits[141]=Toby Franklin m_arrCredits[142]=Brian Mahoney m_arrCredits[143]=Andrew Kincaid m_arrCredits[144]=Justin Rodriguez m_arrCredits[145]=Stephanie Iannone m_arrCredits[146]=John Ward m_arrCredits[147]=Zack Fowler m_arrCredits[148]=Todd Bergantz m_arrCredits[149]=Arne Schmidt m_arrCredits[150]=David Jones m_arrCredits[151]= m_arrCredits[152]=<h3>Lead Technical/HQ Artist</h3> m_arrCredits[153]=David Black m_arrCredits[154]= m_arrCredits[155]=<h3>Technical Artist</h3> m_arrCredits[156]=Zeljko Strkalj m_arrCredits[157]= m_arrCredits[158]=<h3>Lead Effects Artist</h3> m_arrCredits[159]=Stephen Jameson m_arrCredits[160]= m_arrCredits[161]=<h3>Effects Artist</h3> m_arrCredits[162]=Brian Feldges m_arrCredits[163]= m_arrCredits[164]=<h3>User Interface Artists</h3> m_arrCredits[165]=Steve Ogden m_arrCredits[166]=Lauren Snyder m_arrCredits[167]=Whitney Bell m_arrCredits[168]= m_arrCredits[169]=<h3>Concept Artists</h3> m_arrCredits[170]=Piero Macgowan m_arrCredits[171]=Aaron Yamada-Hanff m_arrCredits[172]=Bryce Homick m_arrCredits[173]= m_arrCredits[174]=<h3>Additional Artists</h3> m_arrCredits[175]=Kenji Bliss m_arrCredits[176]=Sang Han m_arrCredits[177]=Eric Ehoff m_arrCredits[178]=Robb Gibbs m_arrCredits[179]=Kevin Bradley m_arrCredits[180]=Stephen Dautner m_arrCredits[181]=Suzana Kilic m_arrCredits[182]=Nick Rusko-Berger m_arrCredits[183]=Adam Goodrich m_arrCredits[184]=Erik DeVault m_arrCredits[185]=David Pacanowsky m_arrCredits[186]=Ryan Murray m_arrCredits[187]=Mike Bazzell m_arrCredits[188]=El Medina m_arrCredits[189]= m_arrCredits[190]=<h2>Audio Team</h2> m_arrCredits[191]= m_arrCredits[192]=<h3>Lead Audio Designer</h3> m_arrCredits[193]=Roland Rizzo m_arrCredits[194]= m_arrCredits[195]=<h3>Additional Audio</h3> m_arrCredits[196]=Dan Price m_arrCredits[197]=Ian Smith m_arrCredits[198]=Paul Heitsch m_arrCredits[199]= m_arrCredits[200]=<h2>Quality Assurance Team</h2> m_arrCredits[201]= m_arrCredits[202]=<h3>QA Supervisor</h3> m_arrCredits[203]=Griffin Funk m_arrCredits[204]= m_arrCredits[205]=<h3>QA Lead</h3> m_arrCredits[206]=Sarah Barrett m_arrCredits[207]= m_arrCredits[208]=<h3>Additional QA Lead</h3> m_arrCredits[209]=Patrick Glascoe m_arrCredits[210]= m_arrCredits[211]=<h3>Testers</h3> m_arrCredits[212]=Daron Carlock m_arrCredits[213]=Beth Petrovich m_arrCredits[214]=Kelsey Swearman m_arrCredits[215]=Kevin Schultz m_arrCredits[216]=Carlton Harrison m_arrCredits[217]=Gabriel Shaw m_arrCredits[218]=Mike Lemon\nMatt Geckle m_arrCredits[219]= m_arrCredits[220]=<h3>Additional Testing</h3> m_arrCredits[221]=Scott Wittbecker m_arrCredits[222]=Jim Crawley m_arrCredits[223]=Mike Argo m_arrCredits[224]=Alex Poling m_arrCredits[225]= m_arrCredits[226]=<h2>Firaxis Management</h2> m_arrCredits[227]= m_arrCredits[228]=<h3>CEO/President</h3> m_arrCredits[229]=Steve Martin m_arrCredits[230]= m_arrCredits[231]=<h3>Creative Director</h3> m_arrCredits[232]=Sid Meier m_arrCredits[233]= m_arrCredits[234]=<h3>Art Director</h3> m_arrCredits[235]=Steve Ogden m_arrCredits[236]= m_arrCredits[237]=<h3>Additional Art Direction</h3> m_arrCredits[238]=Seth Spaulding m_arrCredits[239]= m_arrCredits[240]=<h3>Director of Software Development</h3> m_arrCredits[241]=Steve Meyer m_arrCredits[242]= m_arrCredits[243]=<h3>Executive Producer & Marketing Director</h3> m_arrCredits[244]=Kelley Gilmore m_arrCredits[245]= m_arrCredits[246]=<h3>Director of Gameplay Development</h3> m_arrCredits[247]=Barry Caudill m_arrCredits[248]= m_arrCredits[249]=<h3>Marketing</h3> m_arrCredits[250]=Peter Murray m_arrCredits[251]= m_arrCredits[252]=<h3>Human Resources Director</h3> m_arrCredits[253]=Shawn Kohn m_arrCredits[254]= m_arrCredits[255]=<h3>Office Manager</h3> m_arrCredits[256]=Donna Milesky m_arrCredits[257]= m_arrCredits[258]=<h3>Accounting Assistant</h3> m_arrCredits[259]=Joanne Miller m_arrCredits[260]= m_arrCredits[261]=<h3>IT Manager</h3> m_arrCredits[262]=Josh Scanlan m_arrCredits[263]= m_arrCredits[264]=<h3>Systems/Network Technician</h3> m_arrCredits[265]=Matt Baros m_arrCredits[266]= m_arrCredits[267]=<h3>Special Projects Coordinator</h3> m_arrCredits[268]=Susan Meier m_arrCredits[269]= m_arrCredits[270]=<h3>Production Babies</h3> m_arrCredits[271]=Anna Black - David Black m_arrCredits[272]=Wynter Broadwater - Todd Broadwater m_arrCredits[273]=Matthew Caudill - Barry Caudill m_arrCredits[274]=Zachary Cheng - Alex Cheng m_arrCredits[275]=Ellyson Currie - Andrew Currie m_arrCredits[276]=Parker DeAngelis - Garth DeAngelis m_arrCredits[277]=Jet Demaray - Matt Demaray m_arrCredits[278]=Jack Feldges - Brian Feldges m_arrCredits[279]=Anna & Kara Foertsch - Greg Foertsch m_arrCredits[280]=Charlotte Franklin - Toby Franklin m_arrCredits[281]=Archer Funk - Griffin Funk m_arrCredits[282]=Cameo McCaul - Clint McCaul m_arrCredits[283]=Fiona & Jack Moellers - Dennis Moellers m_arrCredits[284]=Heera Murray - Ryan Murray m_arrCredits[285]=Allison Shopf - Jeremy Shopf m_arrCredits[286]=Sarah Jane Solomon - Jake Solomon m_arrCredits[287]=Shepherd Sulzbach - Chris Sulzbach m_arrCredits[288]=Kai Thomas - Justin Thomas m_arrCredits[289]=Libby Kohn - Shawn Kohn m_arrCredits[290]= m_arrCredits[291]=<h1>2K Games</h1> m_arrCredits[292]= m_arrCredits[293]=<h3>Writer/Experience Designer</h3> m_arrCredits[294]=Jack Scalici m_arrCredits[295]= m_arrCredits[296]=<h3>Dialogue Supervisor</h3> m_arrCredits[297]=Adam Dolin m_arrCredits[298]= m_arrCredits[299]=<h3>Lead Dialogue Editor</h3> m_arrCredits[300]=Garrett Montgomery m_arrCredits[301]= m_arrCredits[302]=<h3>Additional Writing</h3> m_arrCredits[303]=Zach Sherman m_arrCredits[304]= m_arrCredits[305]=<h3>Additional Sound Design</h3> m_arrCredits[306]=Dante Fazio m_arrCredits[307]= m_arrCredits[308]=<h1>2K China</h1> m_arrCredits[309]= m_arrCredits[310]=<h3>Production Assistants</h3> m_arrCredits[311]=Liu Shen m_arrCredits[312]=Ren Ye Qing m_arrCredits[313]= m_arrCredits[314]=<h3>Associate Producer</h3> m_arrCredits[315]=Su Lu m_arrCredits[316]= m_arrCredits[317]=<h3>Chief Lead Animator</h3> m_arrCredits[318]=Shen Hui m_arrCredits[319]= m_arrCredits[320]=<h3>Animation Lead</h3> m_arrCredits[321]=Yuan Shi Wei m_arrCredits[322]= m_arrCredits[323]=<h3>Sr. Animator</h3> m_arrCredits[324]=Xu Jie m_arrCredits[325]= m_arrCredits[326]=<h3>Animators</h3> m_arrCredits[327]=Shen Yi Xin m_arrCredits[328]=Du Xia m_arrCredits[329]=Du Wen Jun m_arrCredits[330]= m_arrCredits[331]=<h3>Chief Lead Artist</h3> m_arrCredits[332]=Tang Zhi m_arrCredits[333]= m_arrCredits[334]=<h3>Modeling Leads</h3> m_arrCredits[335]=Fang Pin m_arrCredits[336]=Li Ying Jun m_arrCredits[337]= m_arrCredits[338]=<h3>Artists</h3> m_arrCredits[339]=Chen Yang m_arrCredits[340]=Huang Xian Feng m_arrCredits[341]=Wei Wei m_arrCredits[342]=Cui Ying m_arrCredits[343]=Hu Jia Jing m_arrCredits[344]=Liu Lei m_arrCredits[345]=Wang Jiao m_arrCredits[346]=Zhang Sheng Tao m_arrCredits[347]=Wang Yu m_arrCredits[348]=Hu Jia Zhuo m_arrCredits[349]= m_arrCredits[350]=<h3>General Manager</h3> m_arrCredits[351]=Julien Bares m_arrCredits[352]= m_arrCredits[353]=<h3>VP of Production</h3> m_arrCredits[354]=Liu Jing m_arrCredits[355]= m_arrCredits[356]=<h2>Blind Squirrel Games</h2> m_arrCredits[357]= m_arrCredits[358]=<h3>Chief Executive Officer</h3> m_arrCredits[359]=Brad Hendricks m_arrCredits[360]= m_arrCredits[361]=<h3>Engineers</h3> m_arrCredits[362]=Matthew Fawcett m_arrCredits[363]=John Plou m_arrCredits[364]=Luke Mordaski m_arrCredits[365]=Mike Winfield m_arrCredits[366]=Arthur Donovan m_arrCredits[367]=Jason Neal m_arrCredits[368]= m_arrCredits[369]=<h3>Lighter</h3> m_arrCredits[370]=John Heeter m_arrCredits[371]= m_arrCredits[372]=<h3>Level Artist</h3> m_arrCredits[373]=Trystan Snodgrass m_arrCredits[374]= m_arrCredits[375]=<h2>Additional Programming Support</h2> m_arrCredits[376]= m_arrCredits[377]=<h3>Digital Extremes</h3> m_arrCredits[378]=Ryan Baker m_arrCredits[379]= m_arrCredits[380]=<h3>Additional Special Effects by FXVILLE, INC.</h3> m_arrCredits[381]=Joe Olson m_arrCredits[382]=Jonathan Peters m_arrCredits[383]=Garrett Smith m_arrCredits[384]=John Scrapper m_arrCredits[385]=Lindsay Ruiz m_arrCredits[386]=Reed Shingledecker m_arrCredits[387]= m_arrCredits[388]=<h3>Additional Effects by REZLAB ENTERTAINMENT</h3> m_arrCredits[389]=Carlos Flores m_arrCredits[390]= m_arrCredits[391]=<h3>Additional Animation by STARBOARD MOTION</h3> m_arrCredits[392]=Scott Dossett m_arrCredits[393]= m_arrCredits[394]=<h3>Additional Programming Support by DARKSIDE</h3> m_arrCredits[395]=Hugh Falk m_arrCredits[396]=Boris Batkin m_arrCredits[397]=Vadim Scherbakov m_arrCredits[398]= m_arrCredits[399]=<h3>Additional Programming Support by HAVOK</h3> m_arrCredits[400]=Ross O'Dwyer m_arrCredits[401]=Sean Thurston m_arrCredits[402]=Tyler Shaub m_arrCredits[403]=Max Abernethy m_arrCredits[404]= m_arrCredits[405]=<h3>Additional Modeling by EXIS INTERACTIVE</h3> m_arrCredits[406]= m_arrCredits[407]=<h3>Additional Cinematics Support by IMAGINATION STUDIOS</h3> m_arrCredits[408]= m_arrCredits[409]=<h3>Published by 2K Games</h3> m_arrCredits[410]=<h3>2K Games is a Division of 2K, a publishing label of Take-Two Interactive Software, Inc.</h3> m_arrCredits[411]= m_arrCredits[412]=<H1>2K Publishing</h1> m_arrCredits[413]= m_arrCredits[414]=<h3>President</h3> m_arrCredits[415]=Christoph Hartmann m_arrCredits[416]= m_arrCredits[417]=<h3>C.O.O.</h3> m_arrCredits[418]=David Ismailer m_arrCredits[419]= m_arrCredits[420]=<h3>SVP, Product Development</h3> m_arrCredits[421]=Greg Gobbi m_arrCredits[422]= m_arrCredits[423]=<h3>Director of Product Development</h3> m_arrCredits[424]=John Chowanec m_arrCredits[425]= m_arrCredits[426]=<h3>Sr. Director of PD Operations</h3> m_arrCredits[427]=Kate Kellogg m_arrCredits[428]= m_arrCredits[429]=<h3>Director of Technology</h3> m_arrCredits[430]=Jacob Hawley m_arrCredits[431]= m_arrCredits[432]=<h3>Online Systems Architect</h3> m_arrCredits[433]=Louis Ewens m_arrCredits[434]= m_arrCredits[435]=<h3>Online Engineer</h3> m_arrCredits[436]=Adam Lupinacci m_arrCredits[437]= m_arrCredits[438]=<h3>Producer</h3> m_arrCredits[439]=V. Garrett Bittner Jr. m_arrCredits[440]= m_arrCredits[441]=<h3>Associate Producers</h3> m_arrCredits[442]=Josh Morton m_arrCredits[443]=Tiffany Nagano m_arrCredits[444]= m_arrCredits[445]=<h3>Production Assistants</h3> m_arrCredits[446]=Doug MacLeod m_arrCredits[447]=Anton Maslennikov m_arrCredits[448]= m_arrCredits[449]=<h3>User Testing Assistants</h3> m_arrCredits[450]=Jordan Limor m_arrCredits[451]=William Gale m_arrCredits[452]= m_arrCredits[453]=<h3>Operations Coordinator</h3> m_arrCredits[454]=Ben Kvalo m_arrCredits[455]= m_arrCredits[456]=<h3>Director of Creative Production</h3> m_arrCredits[457]=Jack Scalici m_arrCredits[458]= m_arrCredits[459]=<h3>Senior Manager of Creative Production</h3> m_arrCredits[460]=Chad Rocco m_arrCredits[461]= m_arrCredits[462]=<h3>Manager of Creative Production</h3> m_arrCredits[463]=Josh Orellana m_arrCredits[464]= m_arrCredits[465]=<h3>SVP, Marketing</h3> m_arrCredits[466]=Sarah Anderson m_arrCredits[467]= m_arrCredits[468]=<h3>VP, Marketing</h3> m_arrCredits[469]=Matt Gorman m_arrCredits[470]= m_arrCredits[471]=<h3>VP, International Marketing</h3> m_arrCredits[472]=Matthias Wehner m_arrCredits[473]= m_arrCredits[474]=<h3>Director of Marketing</h3> m_arrCredits[475]=Tom Bass m_arrCredits[476]= m_arrCredits[477]=<h3>Director of Public Relations, North America</h3> m_arrCredits[478]=Ryan Jones m_arrCredits[479]= m_arrCredits[480]=<h3>Director, Marketing Production</h3> m_arrCredits[481]=Jackie Truong m_arrCredits[482]= m_arrCredits[483]=<h3>Art Director, Marketing</h3> m_arrCredits[484]=Lesley Zinn Abarcar m_arrCredits[485]= m_arrCredits[486]=<h3>Web Director</h3> m_arrCredits[487]=Gabe Abarcar m_arrCredits[488]= m_arrCredits[489]=<h3>Senior Manager, Interactive Marketing</h3> m_arrCredits[490]=Elizabeth Tobey m_arrCredits[491]= m_arrCredits[492]=<h3>Community Managers</h3> m_arrCredits[493]=Greg Laabs m_arrCredits[494]=David Eggers m_arrCredits[495]= m_arrCredits[496]=<h3>Web Designer</h3> m_arrCredits[497]=Keith Echevarria m_arrCredits[498]= m_arrCredits[499]=<h3>Jr. Graphic Designer</h3> m_arrCredits[500]=Christopher Maas m_arrCredits[501]= m_arrCredits[502]=<h3>Marketing Production Assistant</h3> m_arrCredits[503]=Ham Nguyen m_arrCredits[504]= m_arrCredits[505]=<h3>Video Production Manager</h3> m_arrCredits[506]=J. Mateo Baker m_arrCredits[507]= m_arrCredits[508]=<h3>Video Editor</h3> m_arrCredits[509]=Kenny Crosbie m_arrCredits[510]= m_arrCredits[511]=<h3>Associate Video Editor</h3> m_arrCredits[512]=Michael Howard m_arrCredits[513]= m_arrCredits[514]=<h3>Associate Video Editor</h3> m_arrCredits[515]=Doug Tyler m_arrCredits[516]= m_arrCredits[517]=<h3>Marketing Project Manager</h3> m_arrCredits[518]=Renee Ward m_arrCredits[519]= m_arrCredits[520]=<h3>VP, Business Development</h3> m_arrCredits[521]=Kris Severson m_arrCredits[522]= m_arrCredits[523]=<h3>VP, Legal</h3> m_arrCredits[524]=Peter Welch m_arrCredits[525]= m_arrCredits[526]=<h3>Director of Operations</h3> m_arrCredits[527]=Dorian Rehfield m_arrCredits[528]= m_arrCredits[529]=<h3>Director of Research and Planning</h3> m_arrCredits[530]=Mike Salmon m_arrCredits[531]= m_arrCredits[532]=<h3>Licensing/Operations Specialist</h3> m_arrCredits[533]=Xenia Mul m_arrCredits[534]= m_arrCredits[535]=<h3>Marketing Manager, Partner Relations</h3> m_arrCredits[536]=Dawn Burnell m_arrCredits[537]= m_arrCredits[538]=<h3>Marketing Assistant</h3> m_arrCredits[539]=Rebecca Euphrat m_arrCredits[540]= m_arrCredits[541]=<h1>2K QUALITY ASSURANCE</h1> m_arrCredits[542]= m_arrCredits[543]=<h3>VP of Quality Assurance</h3> m_arrCredits[544]=Alex Plachowski m_arrCredits[545]= m_arrCredits[546]=<h3>Quality Assurance Test Manager (Projects)</h3> m_arrCredits[547]=Grant Bryson m_arrCredits[548]= m_arrCredits[549]=<h3>Quality Assurance Test Manager (Support Team)</h3> m_arrCredits[550]=Alexis Ladd m_arrCredits[551]=Doug Rothman m_arrCredits[552]= m_arrCredits[553]=<h3>Lead Tester</h3> m_arrCredits[554]=Michael Gilmore m_arrCredits[555]= m_arrCredits[556]=<h3>Lead Tester (Support Team)</h3> m_arrCredits[557]=Nathan Bell m_arrCredits[558]=Casey Ferrell m_arrCredits[559]=Scott Sanford m_arrCredits[560]= m_arrCredits[561]=<h3>Senior Testers</h3> m_arrCredits[562]=Joe Bettis m_arrCredits[563]=Brian Salazar m_arrCredits[564]=Ruben Gonzalez m_arrCredits[565]=Marc Perret m_arrCredits[566]=Justin Waller m_arrCredits[567]=Shant Boyatzian m_arrCredits[568]=Josh Lagerson m_arrCredits[568]=Matt Newhouse\nEvan Jackson m_arrCredits[569]= m_arrCredits[570]=<h3>Quality Assurance Team</h3> m_arrCredits[571]=Chris Adams m_arrCredits[572]=Angela Berry m_arrCredits[573]=Dale Bertheola m_arrCredits[574]=Justin Bonaccorso m_arrCredits[575]=Jonathan Castro m_arrCredits[576]=Joe Chavez m_arrCredits[577]=Nick Chavez m_arrCredits[578]=Helmo Cardenas m_arrCredits[579]=Paul Carrion m_arrCredits[580]=Alex Coffin m_arrCredits[581]=Duane Cunningham Jr. m_arrCredits[582]=James Elrick m_arrCredits[583]=Eric Ferbrache m_arrCredits[584]=Ashley Fountaine m_arrCredits[585]=Andrew Garrett m_arrCredits[586]=Joshua Glover m_arrCredits[587]=Lauren Hacaga m_arrCredits[588]=Imad Haddad m_arrCredits[589]=Amanda Hagen m_arrCredits[590]=James Hagen m_arrCredits[591]=Mike Harmon m_arrCredits[592]=Andrew Haymes m_arrCredits[593]=Ryan Heller m_arrCredits[594]=Pele Henderson m_arrCredits[595]=Kyle Hertz m_arrCredits[596]=Brian Hibbard m_arrCredits[597]=Amanda Hƶehn m_arrCredits[598]=Daniel Hossa m_arrCredits[599]=Art Intapatana m_arrCredits[600]=Evan Jackson m_arrCredits[601]=J Karesh m_arrCredits[602]=Carol Kim m_arrCredits[603]=Eric Kiraly m_arrCredits[604]=Davis Krieghoff m_arrCredits[605]=Daniel Kurtz m_arrCredits[606]=Bill Lanker m_arrCredits[607]=Harold Laparra Jr. m_arrCredits[608]=Nicolas Lesec m_arrCredits[609]=Kat (Matthew) Littel m_arrCredits[610]=Cris Maurera m_arrCredits[611]=Patrick McDonnell m_arrCredits[612]=Antonio Monteverde-Talarico m_arrCredits[613]=Christopher Morgan m_arrCredits[614]=Joycelyn Minor m_arrCredits[615]=Thomas Murrin m_arrCredits[616]=Obed Navas m_arrCredits[617]=Luis Nieves m_arrCredits[618]=Tom Park m_arrCredits[619]=Laura Portner m_arrCredits[620]=Chris Rosney m_arrCredits[621]=Travis Rowland m_arrCredits[622]=Noah Ryan-Stout m_arrCredits[623]=Dylan Santizo m_arrCredits[624]=Erin Morgan Sears m_arrCredits[625]=Wilson Sheppard m_arrCredits[626]=Tyler Sherman m_arrCredits[627]=Gregg Silberman m_arrCredits[628]=Kevin Skorcz m_arrCredits[629]=Michael Speiler m_arrCredits[630]=Thomas St. Clair m_arrCredits[631]=Ian Tharp m_arrCredits[632]=Jeremy Thompson m_arrCredits[633]=Ronald Tolie m_arrCredits[634]=Scott Trono m_arrCredits[635]=Dominick Tuchscherer m_arrCredits[636]=Aman Wali m_arrCredits[637]=Alexander Weldon m_arrCredits[638]=Dewayne Wilbert m_arrCredits[639]=Luke Williams m_arrCredits[640]=Jessica Wolff m_arrCredits[641]=Sanji Yapa m_arrCredits[642]=Steve Yun\nMichael Bayne\nJacki Gutierrez m_arrCredits[643]= m_arrCredits[644]=<h1>2K CHINA QUALITY ASSURANCE</h1> m_arrCredits[645]= m_arrCredits[646]=<h3>QA Manager</h3> m_arrCredits[647]=Zhang Xi Kun m_arrCredits[648]= m_arrCredits[649]=<h3>QA Supervisor</h3> m_arrCredits[650]=Steve Manners m_arrCredits[651]= m_arrCredits[652]=<h3>Lead Tester</h3> m_arrCredits[653]=Shen Wei m_arrCredits[654]= m_arrCredits[655]=<h3>Senior Tester</h3> m_arrCredits[656]=Li Sheng Qiang m_arrCredits[657]= m_arrCredits[658]=<h3>Quality Assurance Team</h3> m_arrCredits[659]=Yi Wei m_arrCredits[660]=Zhu Ling Si m_arrCredits[661]= m_arrCredits[662]=<h1>2K INTERNATIONAL</h1> m_arrCredits[663]= m_arrCredits[664]=<h3>General Manager</h3> m_arrCredits[665]=Neil Ralley m_arrCredits[666]= m_arrCredits[667]=<h3>International Marketing Manager</h3> m_arrCredits[668]=Sian Evans m_arrCredits[669]= m_arrCredits[670]=<h3>International Product Manager</h3> m_arrCredits[671]=David Halse m_arrCredits[672]= m_arrCredits[673]=<h3>Senior Director, International PR</h3> m_arrCredits[674]=Markus Wilding m_arrCredits[675]= m_arrCredits[676]=<h3>Assistant International PR Manager</h3> m_arrCredits[677]=Sam Woodward m_arrCredits[678]= m_arrCredits[679]=<h3>International PR Executive</h3> m_arrCredits[680]=Megan Rex m_arrCredits[681]= m_arrCredits[682]=<h3>International Digital Marketing Manager</h3> m_arrCredits[683]=Martin Moore m_arrCredits[684]= m_arrCredits[685]=<h1>2K INTERNATIONAL PRODUCT DEVELOPMENT</h1> m_arrCredits[686]= m_arrCredits[687]=<h3>International Producer</h3> m_arrCredits[688]=Sajjad Majid m_arrCredits[689]= m_arrCredits[690]=<h3>International Production Support</h3> m_arrCredits[691]=Scott Morrow m_arrCredits[692]= m_arrCredits[693]=<h3>Localization Manager</h3> m_arrCredits[694]=Nathalie Mathews m_arrCredits[695]= m_arrCredits[696]=<h3>Assistant Localization Manager</h3> m_arrCredits[697]=Arsenio Formoso m_arrCredits[698]= m_arrCredits[699]=<h3>External Localization Teams </h3> m_arrCredits[700]=Around the Word m_arrCredits[701]=Synthesis International Srl m_arrCredits[702]=Synthesis Iberia m_arrCredits[703]=Code Entertainment GmbH m_arrCredits[704]= m_arrCredits[705]=<h3>Localization tools and support provided by XLOC Inc.</h3> m_arrCredits[706]= m_arrCredits[707]=<h1>2K INTERNATIONAL QUALITY ASSURANCE</h1> m_arrCredits[708]= m_arrCredits[709]=<h3>Localization QA Supervisor</h3> m_arrCredits[710]=JosĆ© MiƱana m_arrCredits[711]= m_arrCredits[712]=<h3>Mastering Engineer</h3> m_arrCredits[713]=Wayne Boyce m_arrCredits[714]= m_arrCredits[715]=<h3>Mastering Technician</h3> m_arrCredits[716]=Alan Vincent m_arrCredits[717]= m_arrCredits[718]=<h3>Localization QA Project Lead</h3> m_arrCredits[719]=Luigi Di Domenico m_arrCredits[720]= m_arrCredits[721]=<h3>Localisation QA Leads </h3> m_arrCredits[722]=Karim Cherif m_arrCredits[723]=Oscar Pereira m_arrCredits[724]= m_arrCredits[725]=<h3>Senior Localization QA Technicians</h3> m_arrCredits[726]=Florian Genthon m_arrCredits[727]=Fabrizio Mariani m_arrCredits[728]=Jose Olivares m_arrCredits[729]=Stefan Rossi m_arrCredits[730]=Elmar Schubert m_arrCredits[731]= m_arrCredits[732]=<h3>Localization QA Technicians</h3> m_arrCredits[733]=Andrea De Luna Romero m_arrCredits[734]=Carine Freund m_arrCredits[735]=Chau Doan m_arrCredits[736]=Christopher Funke m_arrCredits[737]=Cristina La Mura m_arrCredits[738]=Dimitri Gerard m_arrCredits[739]=Enrico Sette m_arrCredits[740]=Harald Raschen m_arrCredits[741]=Javier Vidal m_arrCredits[742]=Pablo MenĆ©ndez m_arrCredits[743]=Sergio Accettura m_arrCredits[744]= m_arrCredits[745]=<h3>Design Team</h3> m_arrCredits[746]=James Crocker m_arrCredits[747]=Tom Baker m_arrCredits[748]= m_arrCredits[749]=<h3>2K International Team</h3> m_arrCredits[750]=AgnĆØs Rosique m_arrCredits[751]=Ben Lawrence m_arrCredits[752]=Ben Seccombe m_arrCredits[753]=Dan Cooke m_arrCredits[754]=Diana Freitag m_arrCredits[755]=Dominique Connelly m_arrCredits[756]=Erica Denning m_arrCredits[757]=Jan Sturm m_arrCredits[758]=Jean-Paul Hardy m_arrCredits[759]=Lieke Mandemakers m_arrCredits[760]=Matt Roche m_arrCredits[761]=Olivier Troit m_arrCredits[762]=Richie Churchill m_arrCredits[763]=Ross Purdy m_arrCredits[764]=Sandra Melero m_arrCredits[765]=Simon Turner m_arrCredits[766]=Solenne Antien m_arrCredits[767]=Stefan Eder m_arrCredits[768]= m_arrCredits[769]=<h3>Take-Two International Operations</h3> m_arrCredits[770]=Anthony Dodd m_arrCredits[771]=Martin Alway m_arrCredits[772]=Rickin Martin m_arrCredits[773]=Nisha Verma m_arrCredits[774]=Phil Anderton m_arrCredits[775]=Robert Willis m_arrCredits[776]=Denisa Polcerova m_arrCredits[777]= m_arrCredits[778]=<h1>TAKE-TWO ASIA</h1> m_arrCredits[779]= m_arrCredits[780]=<h3>2K Asia Marketing </h3> m_arrCredits[781]=Karen Teo m_arrCredits[782]=Diana Tan m_arrCredits[783]=Chris Jennings m_arrCredits[784]=Takahiro Morita (Japan) m_arrCredits[785]= m_arrCredits[786]=<h3>2K Asia Localization Manager</h3> m_arrCredits[787]=Yosuke Yano m_arrCredits[788]= m_arrCredits[789]=<h3>Take-Two Asia Operations </h3> m_arrCredits[790]=Eileen Chong m_arrCredits[791]=Veron Khuan m_arrCredits[792]=Chermine Tan m_arrCredits[793]=Fumiko Okura m_arrCredits[794]= m_arrCredits[795]=<h3>Take-Two Asia Business Development</h3> m_arrCredits[796]=Julian Corbett m_arrCredits[797]=Andrew Donovan m_arrCredits[798]=Ellen Hsu m_arrCredits[799]=Henry Park m_arrCredits[800]=Satoshi Kashiwazaki m_arrCredits[801]= m_arrCredits[802]=<H1>Cast</H1> m_arrCredits[803]= m_arrCredits[804]=<h3>Composer</h3> m_arrCredits[805]=Michael McCann m_arrCredits[806]= m_arrCredits[807]=<h3>English Cast</h3> m_arrCredits[808]=Jon Bailey m_arrCredits[809]=John Bentley m_arrCredits[810]=Brian Bloom m_arrCredits[811]=Mac Brandt m_arrCredits[812]=Kimberly Brooks m_arrCredits[813]=Julianne Buescher m_arrCredits[814]=Bonnie Cahoon m_arrCredits[815]=Francois Chau m_arrCredits[816]=Vic Chao m_arrCredits[817]=Chris Cox m_arrCredits[818]=Chris Emerson m_arrCredits[819]=Anna Graves m_arrCredits[820]=David Hoffman m_arrCredits[821]=Dale Inghram m_arrCredits[822]=Matt Yang King m_arrCredits[823]=Tara Platt m_arrCredits[824]=Mark Quirk m_arrCredits[825]=Ari Rubin m_arrCredits[826]=Roy Samuelson m_arrCredits[827]=Courtenay Taylor m_arrCredits[828]= m_arrCredits[829]=<h3>French Cast</h3> m_arrCredits[830]=Patrice Baudrier m_arrCredits[831]=Barbara Berretta m_arrCredits[832]=HĆ©lĆØne Bizot m_arrCredits[833]=Bernard Bollet m_arrCredits[834]=Paul Borne m_arrCredits[835]=Laurence BrĆ©heret m_arrCredits[836]=Pierre Dourlens m_arrCredits[837]=Frantz Confiac m_arrCredits[838]=Pascal Germain m_arrCredits[839]=David Kruger m_arrCredits[840]=Guillaume Lebon m_arrCredits[841]=Virginie Ledieu m_arrCredits[842]=Laetitia Lefebvre m_arrCredits[843]=Martial Leminoux m_arrCredits[844]=Marc Lesser m_arrCredits[845]=Bertrand Liebert m_arrCredits[846]=AgnĆØs Manoury m_arrCredits[847]=Patrice Melennec m_arrCredits[848]=CĆ©line Melloul m_arrCredits[849]=Cyrille Monge m_arrCredits[850]=Laurent Morteau m_arrCredits[851]=Natacha Muller m_arrCredits[852]=Eric Peter m_arrCredits[853]=Yann Pichon m_arrCredits[854]=Sophie Riffont m_arrCredits[855]=StĆ©phane Ronchewsky m_arrCredits[856]=Marc Saez m_arrCredits[857]=Odile Schmitt m_arrCredits[858]=Pierre Tessier m_arrCredits[859]=Sybille Tureau m_arrCredits[860]=Pierre-Emmanuel Vos m_arrCredits[861]=Marie Zidi m_arrCredits[862]= m_arrCredits[863]=<h3>Italian Cast</h3> m_arrCredits[864]=Bongiorni Alice m_arrCredits[865]=Testa Alessandro m_arrCredits[866]=Gobbi Angiolina m_arrCredits[867]=Bolognini Andrea m_arrCredits[868]=De Nisco Andrea m_arrCredits[869]=Failla Andrea m_arrCredits[870]=Mazza Anna m_arrCredits[871]=Colombo Claudio m_arrCredits[872]=Molos Eleni m_arrCredits[873]=Zannetti Emilio m_arrCredits[874]=Mei Francesco m_arrCredits[875]=Viola Federico m_arrCredits[876]=De Cesarei Jenny m_arrCredits[877]=Patrignani Leonardo m_arrCredits[878]=De Luca Lorella m_arrCredits[879]=De Caro Ludovica m_arrCredits[880]=Angella Lucia m_arrCredits[881]=Matera Lucy m_arrCredits[882]=Benedetti Marco m_arrCredits[883]=Scarabelli Mario m_arrCredits[884]=Cozzi Martina m_arrCredits[885]=Radice Michele m_arrCredits[886]=Ciravolo Natale m_arrCredits[887]=Nedjari Omar m_arrCredits[888]=De Santis Paolo m_arrCredits[889]=Sesana Paolo m_arrCredits[890]=Rivetti Walter m_arrCredits[891]= m_arrCredits[892]=<h3>German Cast</h3> m_arrCredits[893]=Gerd Acktun m_arrCredits[894]=Andreas Borcherding m_arrCredits[895]=Jacques Breuer m_arrCredits[896]=Mike Carl m_arrCredits[897]=Manfred Erdmann m_arrCredits[898]=Uli Frank m_arrCredits[899]=Claudia Jacobacci m_arrCredits[900]=Gerd Jilka m_arrCredits[901]=Christian Jungwirth m_arrCredits[902]=Anna Kiss m_arrCredits[903]=Crock Krumbiegel m_arrCredits[904]=Mathias Kupfer m_arrCredits[905]=Maximillian Laprell m_arrCredits[906]=Torben Liebrecht m_arrCredits[907]=Thomas Limpinsel m_arrCredits[908]=Shirin Lotze m_arrCredits[909]=Miriam Mahir m_arrCredits[910]=Dirk Meyer m_arrCredits[911]=Sonja Reichelt m_arrCredits[912]=Jakob Riedl m_arrCredits[913]=Wolfgang Schatz m_arrCredits[914]=Claudia Schmidt m_arrCredits[915]=Patrick Schrƶder m_arrCredits[916]=Katrin Simon m_arrCredits[917]=Sven von Strauch m_arrCredits[918]=Michele Tichawsky m_arrCredits[919]=Josef Vossenkuhl m_arrCredits[920]=Angela Wiederhut m_arrCredits[921]= m_arrCredits[922]=<h3>Spanish Cast</h3> m_arrCredits[923]=Ćngel Amorós m_arrCredits[924]=Rafael AzcĆ”rraga m_arrCredits[925]=Gema Carballedo m_arrCredits[926]=Ćscar Castellanos m_arrCredits[927]=IƱaki Crespo m_arrCredits[928]=Roberto Cuadrado m_arrCredits[929]=Celia de Diego m_arrCredits[930]=Arantxa Franco de Sarabia m_arrCredits[931]=Inma Gallego m_arrCredits[932]=Javier GĆ”mir m_arrCredits[933]=Chus Gil m_arrCredits[934]=Vicente Gil m_arrCredits[935]=Sergio Goicoechea m_arrCredits[936]=Ana JimĆ©nez m_arrCredits[937]=Arturo López m_arrCredits[938]=Alfredo MartĆnez m_arrCredits[939]=Marta MĆ©ndez m_arrCredits[940]=Miguel Ćngel Montero m_arrCredits[941]=Alma Naranjo m_arrCredits[942]=Juan Navarro m_arrCredits[943]=Miguel Ćngel PĆ©rez m_arrCredits[944]=Ana Plaza m_arrCredits[945]=Juan Rueda m_arrCredits[946]=Juan Antonio SĆ”inz de la Maza m_arrCredits[947]=Salvador Serrano m_arrCredits[948]=Enrique SuĆ”rez m_arrCredits[949]=Rosa Vivas m_arrCredits[950]= m_arrCredits[951]=<h3>Polish Cast</h3> m_arrCredits[952]=Piotr Bajtlik m_arrCredits[953]=Waldemar BarwiÅski m_arrCredits[954]=Monika ChrzÄ stowska m_arrCredits[955]=PaweÅ Cukierski m_arrCredits[956]=Jerzy Dominik m_arrCredits[957]=Anna Gajewska m_arrCredits[958]=Janusz German m_arrCredits[959]=Joanna JabÅczyÅska m_arrCredits[960]=Robert JarociÅski m_arrCredits[961]=Stefan Knothe m_arrCredits[962]=Maciej Kowalik m_arrCredits[963]=Maciej Kowalski m_arrCredits[964]=Jacek Król m_arrCredits[965]=Grzegorz KwiecieÅ m_arrCredits[966]=Aagnieszka Kunikowska m_arrCredits[967]=Elżbieta Mazur m_arrCredits[968]=Józef PawÅowski m_arrCredits[969]=Monika PikuÅa m_arrCredits[970]=BÄ k Piotr m_arrCredits[971]=MichaÅ PodsiadÅo m_arrCredits[972]=Artur Pontek m_arrCredits[973]=MiÅogost Reczek m_arrCredits[974]=Iwona Rulewicz m_arrCredits[975]=Marta ÅcisÅowicz m_arrCredits[976]=Anna Sroka m_arrCredits[977]=Monika Szalaty m_arrCredits[978]=Jakub SzydÅowski m_arrCredits[979]=Åukasz Talik m_arrCredits[980]=Borkowski Tomasz m_arrCredits[981]=Robert Tondera m_arrCredits[982]=Anna UÅas m_arrCredits[983]=Piotr Warszawski m_arrCredits[984]=Monika WÄgiel m_arrCredits[985]=Jakub Wieczorek m_arrCredits[986]=Janusz Zadura m_arrCredits[987]=Leszek ZduÅ m_arrCredits[988]= m_arrCredits[989]= m_arrCredits[990]=<h3>Russian Cast</h3> m_arrCredits[991]=Valentina Abramova m_arrCredits[992]=Olga Abramova m_arrCredits[993]=Andrei Barhudarov m_arrCredits[994]=Svetlana Bogatskaja m_arrCredits[995]=Larisa Brohman m_arrCredits[996]=Alexander Chernjavskij m_arrCredits[997]=Maxim Dahnenko m_arrCredits[998]=Vasilij Dahnenko m_arrCredits[999]=Nikolaj Denisov m_arrCredits[1000]=Alexander Doronin m_arrCredits[1001]=Dmitrij Evstratov m_arrCredits[1002]=Darja Frolova m_arrCredits[1003]=Mikhail Guldan m_arrCredits[1004]=Alexander Hoshabaev m_arrCredits[1005]=Alexander Hmelnitskij m_arrCredits[1006]=Ilja Isaev m_arrCredits[1007]=Ramilja Iskander m_arrCredits[1008]=Konstantin Karasik m_arrCredits[1009]=Bella Ko m_arrCredits[1010]=Vladislav Kopp m_arrCredits[1011]=Sergej Lavygin m_arrCredits[1012]=Ivan Litvinov m_arrCredits[1013]=Mikhail Lukashov m_arrCredits[1014]=Aleksej Potapkin m_arrCredits[1015]=Alexander Pozharov m_arrCredits[1016]=Maria Ryschenkova m_arrCredits[1017]=Nika Sarkisova m_arrCredits[1018]=Darja Semyonova m_arrCredits[1019]=Denis Shvedov m_arrCredits[1020]=Elena Svanidze m_arrCredits[1021]=Nona Vinogradova m_arrCredits[1022]=Ivan Zharkov m_arrCredits[1023]=Vasilij Zotov m_arrCredits[1024]= m_arrCredits[1025]=<h1>Special Thanks</h1> m_arrCredits[1026]=Ken Levine m_arrCredits[1027]=Jordan Katz m_arrCredits[1028]=David Cox m_arrCredits[1029]=Jakob Hill m_arrCredits[1030]=Hank Diamond m_arrCredits[1031]=Alan Lewis m_arrCredits[1032]=Daniel Einzig m_arrCredits[1033]=Christopher Fiumano m_arrCredits[1034]=Pedram Rahbari m_arrCredits[1035]=Jenn Kolbe m_arrCredits[1036]=Seth Krauss m_arrCredits[1037]=Siobhan Boes m_arrCredits[1038]=Greg Gibson m_arrCredits[1039]=Jonathan Washburn m_arrCredits[1040]=David Boutry m_arrCredits[1041]=Ryan Dixon m_arrCredits[1042]=Michael Lightner m_arrCredits[1043]=Gail Hamrick m_arrCredits[1044]=Sharon Hunter m_arrCredits[1045]=Michele Shadid m_arrCredits[1046]=Merja Reed m_arrCredits[1047]=Rick Shawalker m_arrCredits[1048]=Daisy Amescua m_arrCredits[1049]=Lori Durrant m_arrCredits[1050]=Chris Jones m_arrCredits[1051]=Eric Lane m_arrCredits[1052]=Todd Ingram m_arrCredits[1053]=Pedro Villa m_arrCredits[1054]=Gwendoline Oliviero\nJakob Hill\nJerome Atherholt\nLena Brenk\nDave Taylor m_arrCredits[1055]=The Kelly Family m_arrCredits[1056]=Notch m_arrCredits[1057]=Take-Two Digital Sales Team m_arrCredits[1058]=Take-Two Sales Team m_arrCredits[1059]=Take-Two Channel Marketing Team m_arrCredits[1060]=Take-Two Legal Team m_arrCredits[1061]=2K IS Team m_arrCredits[1062]=Art Machine m_arrCredits[1063]=Access PR m_arrCredits[1064]=KD&E m_arrCredits[1065]=Psyonix m_arrCredits[1066]=Blindlight m_arrCredits[1067]=Tactical Media m_arrCredits[1068]=Our friends, our families, and our fans! m_arrCredits[1069]= m_arrCredits[1070]=<H1>XCOM: ENEMY UNKNOWN</h1> [UIDialogueBox] m_strDefaultAcceptLabel=ACCEPT m_strDefaultCancelLabel=CANCEL [UIMissionSummary] m_strContinue=CONTINUE [UIMissionSummary_Factors] m_strResults=RESULTS: m_strRating=RATING: [UIUnitGermanMode] m_strCloseGermanModeLabel=CLOSE m_strPassivePerkListTitle=ABILITIES m_strBonusesListTitle=BONUSES m_strPenaltiesListTitle=PENALTIES m_strHealthLabel=Health: m_strWillLabel=Will: m_strOffenseLabel=Offense: m_strDefenseLabel=Defense: m_strCivilianNickname=Civilian [UIUnitGermanMode_ShotInfo] m_sCriticalLabel=Chance to Crit: m_sShotChanceLabel=Chance to Hit: [UIPauseMenu] m_sPauseMenu=Pause Menu m_sReturnToGame=Return to Game m_sSaveGame=Save Game m_sSaveAndExitGame=Save And Exit m_sLoadGame=Load Game m_sControllerMap=View Controller Map m_sInputOptions=Edit Options m_sXComDatabase=XCOM Database m_sAbortMission=Abort Mission & Return to HQ m_sExitGame=Exit to Main Menu m_sQuitGame=Quit to Desktop m_sAccept=Accept m_sCancel=Cancel m_sAcceptInvitations=View Invites m_kSaveAndExitGameDialogue_title=Save and Exit to Main Menu? m_kSaveAndExitGameDialogue_body=Are you sure you want to save and exit now? m_kExitGameDialogue_title=Exit to Main Menu? m_kExitGameDialogue_body=Any unsaved progress will be lost.\n\nDo you want to exit now? m_kExitMPRankedGameDialogue_body=You will lose the match and negatively impact your ranking if you exit the game.\nAre you sure you want to exit? m_kExitMPUnrankedGameDialogue_body=You will lose the match if you exit the game.\nAre you sure you want to exit? m_kQuitGameDialogue_title=Quit to Desktop? m_kQuitGameDialogue_body=Any unsaved progress will be lost.\n\nDo you want to quit now? m_kQuitMPRankedGameDialogue_body=You will lose the match and negatively impact your ranking if you quit the game.\nAre you sure you want to quit? m_kQuitMPUnrankedGameDialogue_body=You will lose the match if you quit the game.\nAre you sure you want to quit? m_sRestartLevel=Restart Mission m_sRestartConfirm_title=Restart Mission m_sRestartConfirm_body=Any unsaved progress will be lost.\n\nAre you sure you want to restart the mission? m_sChangeDifficulty=Change Difficulty m_sUnableToSaveTitle=Saving Disabled m_sUnableToSaveBody=Saving is not allowed at this time. m_sSavingIsInProgress=A save is already in progress, please wait. m_sUnableToAbortTitle=Cannot Abort m_sUnableToAbortBody=You cannot abort the mission while\n units are performing actions. [UIInputOptions] m_sTitle=EDIT OPTIONS m_sMouseActiveInTactical=Mouse active in Tactical m_sMousePansCamera=Mouse pans camera when it reaches the edge of the screen m_strExit=EXIT OPTIONS [UIMultiplayerPlayerStats] m_strPlayerStats=PLAYER STATS m_strWins=WINS: m_strLosses=LOSSES: m_strDisconnects=DISCONNECTS: m_strFavoriteUnit=FAVORITE UNIT: m_strTotalDamageDone=TOTAL DAMAGE DONE: m_strTotalDamageTaken=TOTAL DAMAGE TAKEN: m_strUnitWithMostKills=UNIT WITH MOST KILLS: m_strUnitWithMostDamage=UNIT WITH MOST DAMAGE: m_strFavoriteMap=FAVORITE MAP: m_strFavoriteAbility=FAVORITE ABILITY: m_strViewGamerCard=View Gamer Card m_strViewProfile=View Profile m_strBack=Back [UIMultiplayerPostMatchSummary] m_strMatchSummary=MATCH SUMMARY m_strGame=GAME: m_strPoints=POINTS: m_strMap=MAP: m_strTurns=TURNS: m_strTime=TIME: m_strViewGamerCard=View Gamer Card m_strClickToView=Click to view m_strWin=WIN m_strLose=LOSE m_strReadyForRematch=READY FOR REMATCH! m_strContinue=CONTINUE m_strRematch=REMATCH [UINarrativeMgr] m_stNarrativeOk=Ok [UITurnOverlay] m_sXComTurn=YOUR TURN m_sAlienTurn=ALIEN ACTIVITY m_sOtherTurn=OPPONENT'S TURN [UISaveGame] m_sSaveTitle=Save Game m_sEmptySlot=(Empty Slot) m_sRefreshingSaveGameList=REFRESHING SAVE GAME LIST m_sSavingInProgress=Saving content. Please don't turn off your console. m_sSavingInProgressPS3=Saving content. Please don't turn off your system. m_sOverwriteSaveTitle=CONFIRM SAVE OVERWRITE m_sOverwriteSaveText=Are you sure you want to overwrite this save file? m_sDeleteSaveTitle=CONFIRM DELETE SAVE m_sDeleteSaveText=Are you sure you want to delete this save file? m_sSaveFailedTitle=SAVE FAILED m_sSaveFailedText=Failed to write save file m_sStorageFull=Storage Full m_sSelectStorage=Would you like to select a new storage device? m_sFreeUpSpace=Do you wish to free up space? [UIShellDifficulty] m_strSelectDifficulty=SELECT DIFFICULTY m_strChangeDifficulty=CHANGE DIFFICULTY m_arrDifficultyTypeStrings[ALT]=Easy m_arrDifficultyTypeStrings[0]=Easy m_arrDifficultyTypeStrings[1]=Normal m_arrDifficultyTypeStrings[2]=Classic m_arrDifficultyTypeStrings[3]=Impossible m_arrDifficultyDescStrings[0]=Appropriate for players new to tactical games or XCOM in general. m_arrDifficultyDescStrings[1]=For players familiar with tactical games. Challenging, but fair. m_arrDifficultyDescStrings[2]=An extreme challenge for experienced XCOM players only. m_arrDifficultyDescStrings[3]=For players who find joy in suffering. m_strDifficultyEnableIronman=Enable Ironman? m_strDifficultyIronmanDesc=Play with a single save that is updated automatically as you progress through the game. In an Ironman game your choices, and their consequences, are permanent. m_strDifficultyEnableTutorial=Enable Tutorial? m_strDifficultyTutorialDesc=Learn how to effectively command your squad and manage headquarters. m_strTutorialOnImpossible=The Tutorial will not be enabled for the Impossible difficulty. m_strDifficulty_Back=BACK m_strDifficulty_ToggleAdvanced=ADVANCED OPTIONS m_strDifficulty_ToggleAdvancedExit=EXIT ADVANCED OPTIONS m_strDifficulty_Accept=ACCEPT m_strDifficulty_SecondWaveButtonLabel=SECOND WAVE m_strControlTitle=Disable Tutorial Experience? m_strControlBody=If you have never played XCOM: Enemy Unknown before, it is strongly recommended that you leave the tutorial experience enabled, as it provides a strong narrative and gameplay introduction for players of all skill levels. m_strControlOK=Disable Tutorial m_strControlCancel=Nevermind m_strIronmanTitle=Enable Ironman Mode? m_strIronmanBody=In an 'Ironman' game, you cannot reload earlier saves, adding a significant level of challenge to the experience. Ironman mode is only recommended for experienced players. m_strIronmanOK=Enable Ironman m_strIronmanCancel=Nevermind m_strIronmanLabel=Ironman Mode m_strTutorialLabel=Tutorial Experience [UIGameplayToggles] m_strTitle=The Second Wave: Advanced Gameplay Options m_strWarning=Note: These gameplay options will significantly increase the challenge of the game! m_arrGameplayToggleTitle[eGO_RandomDamage]=Damage Roulette m_arrGameplayToggleTitle[eGO_LoseGearOnDeath]=Total Loss m_arrGameplayToggleTitle[eGO_WoundsAffectStats]=Red Fog m_arrGameplayToggleTitle[eGO_RandomRookieStats]=Not Created Equally m_arrGameplayToggleTitle[eGO_RandomStatProgression]=Hidden Potential m_arrGameplayToggleTitle[eGO_PanicAffectsFunding]=Results Driven m_arrGameplayToggleTitle[eGO_RandomFunding]=New Economy m_arrGameplayToggleTitle[eGO_DecliningFunding]=War Weariness m_arrGameplayToggleTitle[eGO_VariableAbductionRewards]=High Stakes m_arrGameplayToggleTitle[eGO_EscalatingSatelliteCosts]=Diminishing Returns m_arrGameplayToggleTitle[eGO_DegradingElerium]=E-115 m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz m_arrGameplayToggleTitle[eGO_CritOnFlank]=Absolutely Critical m_arrGameplayToggleTitle[eGO_UltraRarePsionics]=More Than Human m_arrGameplayToggleTitle[eGO_InterrogateForPsi]=The Greater Good m_arrGameplayToggleTitle[eGO_Marathon]=Marathon m_arrGameplayToggleTitle[eGO_MorePower]=Alternate Sources m_arrGameplayToggleDesc[eGO_RandomDamage]=Weapons have a much wider range of damage. m_arrGameplayToggleDesc[eGO_LoseGearOnDeath]=Lose all gear from soldiers who die in combat. m_arrGameplayToggleDesc[eGO_WoundsAffectStats]=Any wounds taken in combat will degrade a soldier's stats for that mission. m_arrGameplayToggleDesc[eGO_RandomRookieStats]=Rookies will have random starting stats. m_arrGameplayToggleDesc[eGO_RandomStatProgression]=As a soldier is promoted, their stats will increase randomly. m_arrGameplayToggleDesc[eGO_PanicAffectsFunding]=A country will offer less funding as its panic increases. m_arrGameplayToggleDesc[eGO_RandomFunding]=The funding offered by individual council members is randomized. m_arrGameplayToggleDesc[eGO_DecliningFunding]=Overall funding levels drop inexorably with every month that passes. m_arrGameplayToggleDesc[eGO_VariableAbductionRewards]=The rewards granted for stopping alien abductions are randomized. m_arrGameplayToggleDesc[eGO_EscalatingSatelliteCosts]=The cost of satellites increases with every one that is built. m_arrGameplayToggleDesc[eGO_DegradingElerium]=Elerium stores will degrade over time. m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack. m_arrGameplayToggleDesc[eGO_CritOnFlank]=A flanking shot will guarantee a critical hit. m_arrGameplayToggleDesc[eGO_UltraRarePsionics]=The psionic gift is extremely rare. m_arrGameplayToggleDesc[eGO_InterrogateForPsi]=The secret of psionics can only be learned by interrogating a psionic alien. m_arrGameplayToggleDesc[eGO_Marathon]=The game takes considerably longer to complete. m_arrGameplayToggleDesc[eGO_MorePower]=The power requirements of all facilities are increased. [UITacticalHUD_ObjectivesList] m_strObjectivesListTitle=OBJECTIVES [UITacticalHUD_AbilityContainer] m_sNoTargetsHelp=No targets available. m_sNoAmmoHelp=Out of ammo. m_sNewDefensiveLabel=New defensive ability: m_sNewOffensiveLabel=New offensive ability: m_sCanFreeAimHelp=to free aim. m_sHowToFreeAimHelp=to aim weapon. m_strHitFriendliesTitle=WARNING: FRIENDLY FIRE m_strHitFriendliesBody=This action will cause damage to a friendly!\n\nAre you sure you want to do this? m_strHitFriendliesAccept=CONFIRM m_strHitFriendliesCancel=CANCEL m_sNoMedikitTargetsHelp=No targets in Medikit range. m_sNoMedikitChargesHelp=No more Medikit applications. m_sNoTarget=No Target m_strAbilityHoverConfirm=OK m_strMeleeAttackName=Melee Attack m_strCooldownPrefix=T- m_strChargePrefix=x [UITargetingReticle] m_strShotIsBlocked=Shot is blocked. [UITacticalHUD_InfoPanel] m_sMessageShotUnavailable=This ability is not available for this target. m_sNoTargetsHelp=There are no enemies in range of this shot. m_sNoAmmoHelp=This weapon is out of ammo. You must reload. m_sOverheatedHelp=This weapon is overheated. You must wait for it to cool down. m_sMoveLimitedHelp=You may not move and use this ability in the same turn. m_sCriticalLabel=critical m_sUnavailable=Unavailable m_sFreeAimingTitle=Free Aiming m_sShotChanceLabel=to hit m_strMoreInfo=MORE INFO [UITacticalHUD_MouseControls] m_strPrevSoldier=PREV SOLDIER m_strNextSoldier=NEXT SOLDIER m_strSoldierInfo=SOLDIER INFO m_strEndTurn=END TURN m_strNoKeyBoundString=NO SHORTCUT BOUND [UITacticalHUD_SoldierStatsContainer] m_sHealthLabel=HP [UITacticalHUD_WeaponContainer] m_strHelpReloadWeapon=RELOAD m_strHelpSwapWeapon=HOLD [UIMultiplayerHUD_TurnTimer] m_strPlayerTurnLabel=Your Turn m_strOpponentTurnLabel=Opponent's Turn [UITacticalTutorialMgr] m_strCursorHelpDashActive=Dashing! m_strCursorHelpSprintActive=Dashing! m_strCursorHelpFlyActive=Flying! m_strCursorHelpRevive=Can be revived m_strCursorHelpStabilize=Can be stabilized or revived m_strCursorHelpStunned=Stunned m_strCursorHelpDead=Deceased m_strCursorHelpDestroyed=Destroyed m_strCursorHelpNoFuel=Not enough fuel left to hover! [UITerrorInfo] m_sCivsRemaining=Remaining m_sCivsSaved=Saved m_sCivsLost=Lost [UISpecialMissionHUD] m_strBombMessage=to disarm [UIItemCards] m_strCloseCardLabel=CLOSE m_strRateSlow=Slow m_strRateMedium=Medium m_strRateRapid=Rapid m_strRangeShort=Short m_strRangeMedium=Medium m_strRangeLong=Long m_strGenericScaleLow=Low m_strGenericScaleMedium=Medium m_strGenericScaleHigh=High m_strHealthBonusLabel=Health Bonus: m_strChargesLabel=Uses Per Mission: m_strEffectiveRangeLabel=Effective Range: m_strBaseDamageLabel=Base Damage: m_strBaseCriticalDamageLabel=Critical Chance: m_strCriticalDamageLabel=Critical Damage: m_strFireRateLabel=Fire Rate: m_strHitChanceLabel=Hit Chance: m_strRangeLabel=Range: m_strDamageLabel=Damage: m_strArmorPenetrationLabel=Armor Penetration: m_strWeaponTypeLabel=Weapon Type: m_strChassisTypeLabel=Chassis Type: m_strChassisTypeNormal=STANDARD m_strChassisTypeAlloy=ALLOY m_strChassisTypeHover=HOVER m_strSHIVWeaponAbilitiesListHeader=WEAPON ABILITIES m_strHumanTacticalInfoTitle=HUMAN m_strAlienInfoTitle=ALIEN m_strHPLabel=Health: m_strWillLabel=Will: m_strAimLabel=Aim: m_strDefenseLabel=Defense: m_strTacticalInfoHeader=TACTICAL INFO m_strAbilitiesListHeader=ABILITIES m_strPerksListHeader=PERKS m_strItemCardAbilityName[eICA_Ghost]=Ghost Mode m_strItemCardAbilityName[eICA_ArchangelFlight]=Flight m_strItemCardAbilityName[eICA_Grapple]=Grapple m_strItemCardAbilityName[eICA_Cover]=SHIV Cover m_strItemCardAbilityName[eICA_SHIVFlight]=SHIV Flight m_strItemCardAbilityDesc[eICA_Ghost]=A Ghost Armor wearer can activate a special mode that makes him or her invisible to enemies. m_strItemCardAbilityDesc[eICA_ArchangelFlight]=This armor is fitted with a jet pack that permits the wearer to fly for a limited period of time. m_strItemCardAbilityDesc[eICA_Grapple]=This armor mounts a grappling hook and cable on the left arm, permitting rapid elevation change and access to tactically advantageous positions. m_strItemCardAbilityDesc[eICA_Cover]=SHIVs with enhanced hulls can provide hard cover to soldiers. m_strItemCardAbilityDesc[eICA_SHIVFlight]=SHIVs with hover technology can fly for a limited period of time. m_strItemCardAbilityDesc[eICA_DestroyCover]=This weapon is powerful enough to directly target cover and blocking terrain, reducing it to debris and dust. [XComDLCManager] m_sCheckingForDLC=Checking for downloadable content m_sDLCCorrupt=The downloadable content "%DLC_PACKAGE" appears to be damaged and cannot be loaded. m_sDLCCorruptPS3=Corrupt or unauthorized downloadable content was found. [XComMultiplayerUI] m_aMainMenuOptionStrings[eMPMainMenu_Ranked]=RANKED MATCH m_aMainMenuOptionStrings[eMPMainMenu_QuickMatch]=QUICK MATCH m_aMainMenuOptionStrings[eMPMainMenu_CustomMatch]=CUSTOM MATCH m_aMainMenuOptionStrings[eMPMainMenu_Leaderboards]=LEADERBOARDS m_aMainMenuOptionStrings[eMPMainMenu_EditSquad]=EDIT SQUAD m_aMainMenuOptionStrings[eMPMainMenu_AcceptInvite]=VIEW INVITES m_strMPCustomMatchPointsValue=<XGParam:IntValue0/> Points m_strCustomMatch=Custom Match m_strPublicRanked=Public Ranked m_strPublicUnranked=Public Unranked m_strViewGamerCard=VIEW GAMER CARD m_strViewProfile=VIEW PROFILE m_strUnlimitedLabel=UNLIMITED [XComMultiplayerTacticalUI] [XComPresentationLayer] m_sLevelUp=%sRANK %sNAME has earned a promotion! m_sAbortTitle=Do you wish to abort the mission? m_strAbortAlienBase=We cannot abort this mission- all soldiers will be lost! m_strAbortWithMissingSoldiers=Soldiers outside the extraction zone: %NumOutsideDropship. If we abort the mission now, all soldiers outside the extraction zone will be lost! m_strAbortWithAllSoldiers=All soldiers are inside the extraction zone. Ready to Abort. m_strAbortAccept=ABORT MISSION m_strAbortCancel=CONTINUE MISSION m_strSuppressed=Suppressed! m_strItemDestroyed=<XGParam:StrValue0/> is damaged beyond repair! m_strItemExplodeFragments=<XGParam:StrValue0/> explodes into fragments! m_strArmorExplodeFragments=<XGParam:StrValue0/> armor explodes into fragments! m_strUnitPanicked=<XGParam:StrValue0/> has panicked! [XComPresentationLayerBase] m_strSaveWarning=SAVING DISABLED m_strSelectSaveDeviceForLoadPrompt=You have not selected a storage device. You will need to select a storage device in order to load saved game progress. Do you want to select one now? m_strSelectSaveDeviceForSavePrompt=You have not selected a storage device. You will need to select a storage device in order to save game progress. Do you want to select one now? m_strOK=Ok m_strErrHowToPlayNotAvailable=How to Play screen is not available. m_strPleaseReconnectController=Please Reconnect Controller %CONTROLLER_NUM m_strPleaseReconnectControllerPS3=Please Reconnect Wireless Controller %CONTROLLER_NUM m_strPleaseReconnectControllerPC=Please Reconnect Controller or [ESC] to continue using the Mouse m_strPlayerEnteredUnfriendlyTitle=ENTERED TEXT NOT USED m_strPlayerEnteredUnfriendlyText=Some of the text entered is considered unfriendly and can not be used. m_strShutdownOnlineGame=Preparing to exit online match ... ;m_sSystemMessageTitles_TU1[SystemMessage_InviteRankedError] m_sSystemMessageTitles_TU1[0]=INVITE FAILURE m_sSystemMessageStrings_TU1[0]=The game invite you attempted to accept was for a ranked match, which is not allowed. Please use the Quick Match or Custom Match features for invitable games. ;m_sSystemMessageTitles_TU1[SystemMessage_SystemLinkClientVersionNewer] m_sSystemMessageTitles_TU1[1]= m_sSystemMessageStrings_TU1[1]=Game hosts with older game versions have been excluded from the search results. They require the latest game update. m_sSystemMessageStringsXBOX_TU1[1]=Game hosts with older game versions have been excluded from the search results. They require the latest update from Xbox LIVE. m_sSystemMessageStringsPS3_TU1[1]=Game hosts with older game versions have been excluded from the search results. They require the latest update from PlayStationĀ®Network. ;m_sSystemMessageTitles_TU1[SystemMessage_SystemLinkClientVersionOlder] m_sSystemMessageTitles_TU1[2]= m_sSystemMessageStrings_TU1[2]=Game hosts with newer game versions have been excluded from the search results. Please download the latest game update. m_sSystemMessageStringsXBOX_TU1[2]=Game hosts with newer game versions have been excluded from the search results. Please download the latest update from Xbox LIVE. m_sSystemMessageStringsPS3_TU1[2]=Game hosts with newer game versions have been excluded from the search results. Please download the latest update from PlayStationĀ®Network. ;m_sSystemMessageTitles_TU1[SystemMessage_SystemLinkServerVersionNewer] m_sSystemMessageTitles_TU1[3]= m_sSystemMessageStrings_TU1[3]=A game client with an older game version has failed to join your match. They require the latest game update. m_sSystemMessageStringsXBOX_TU1[3]=A game client with an older game version has failed to join your match. They require the latest update from Xbox LIVE. m_sSystemMessageStringsPS3_TU1[3]=A game client with an older game version has failed to join your match. They require the latest update from PlayStationĀ®Network. ;m_sSystemMessageTitles_TU1[SystemMessage_SystemLinkServerVersionOlder] m_sSystemMessageTitles_TU1[4]= m_sSystemMessageStrings_TU1[4]=A game client with a newer game version has failed to join your match. Please download the latest game update. m_sSystemMessageStringsXBOX_TU1[4]=A game client with a newer game version has failed to join your match. Please download the latest update from Xbox LIVE. m_sSystemMessageStringsPS3_TU1[4]=A game client with a newer game version has failed to join your match. Please download the latest update from PlayStationĀ®Network. [XComTacticalInput] m_sHelpNoAbilitiesAvailable=No abilities currently available. [XComPerkManager] m_strPassiveTitle[ePerk_AutopsyRequired]=Autopsy Required m_strPassiveTxt[ePerk_AutopsyRequired]=Enemy unknown: perform an autopsy to learn more. m_strPenaltyTitle[ePerk_FallenComrades]=Fallen Comrades m_strPenaltyTxt[ePerk_FallenComrades]=An ally has fallen, weakening this unit's Will. m_strPenaltyTitle[ePerk_BattleFatigue]=Battle Fatigue m_strPenaltyTxt[ePerk_BattleFatigue]=This unit has suffered combat wounds, weakening its Will. m_strBattleFatigueSecondWave=This unit has suffered combat wounds, weakening its Will, Aim, and Mobility. m_strPassiveTitle[ePerk_Sprinter]=Sprinter m_strBonusTitle[ePerk_Sprinter]=Sprinter m_strPassiveTxt[ePerk_Sprinter]=Allows the Support to move <XGAbility:SprinterBonusDistanceInTiles/> additional tiles. m_strPassiveTitle[ePerk_HeightAdvantage]=Elevated Ground m_strBonusTitle[ePerk_HeightAdvantage]=Elevated Ground m_strPenaltyTitle[ePerk_HeightAdvantage]=Elevated Ground m_strPassiveTxt[ePerk_HeightAdvantage]=Elevated Ground m_strBonusTxt[ePerk_HeightAdvantage]=All units receive offensive bonuses against enemies on lower ground. m_strPenaltyTxt[ePerk_HeightAdvantage]=An enemy unit has elevated position and can see this unit. m_strPassiveTitle[ePerk_Sentinel]=Sentinel m_strBonusTitle[ePerk_Sentinel]=Sentinel m_strPenaltyTitle[ePerk_Sentinel]=Sentinel m_strPassiveTxt[ePerk_Sentinel]=Allows two reaction shots during Overwatch, instead of only one. m_strBonusTxt[ePerk_Sentinel]=Sentinel m_strPenaltyTxt[ePerk_Sentinel]=Sentinel m_strPassiveTitle[ePerk_Rocketeer]=Rocketeer m_strBonusTitle[ePerk_Rocketeer]=Rocketeer m_strPenaltyTitle[ePerk_Rocketeer]=Rocketeer m_strPassiveTxt[ePerk_Rocketeer]=Allows <XGAbility:RocketeerExtraRockets/> additional standard rocket to be fired per battle. m_strBonusTxt[ePerk_Rocketeer]=Rocketeer ERROR m_strPenaltyTxt[ePerk_Rocketeer]=Rocketeer ERROR m_strPassiveTitle[ePerk_Mayhem]=Mayhem m_strBonusTitle[ePerk_Mayhem]=Mayhem m_strPenaltyTitle[ePerk_Mayhem]=Mayhem m_strPassiveTxt[ePerk_Mayhem]=Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. m_strBonusTxt[ePerk_Mayhem]=Mayhem ERROR m_strPenaltyTxt[ePerk_Mayhem]=Mayhem ERROR m_strPassiveTitle[ePerk_SmokeAndMirrors]=Smoke and Mirrors m_strBonusTitle[ePerk_SmokeAndMirrors]=Smoke and Mirrors m_strPenaltyTitle[ePerk_SmokeAndMirrors]=Smoke and Mirrors m_strPassiveTxt[ePerk_SmokeAndMirrors]=Allows <XGAbility:SmokeAndMirrorsExtraSmokeBombs/> additional use of Smoke Grenade each mission. m_strBonusTxt[ePerk_SmokeAndMirrors]=Smoke and Mirrors m_strPenaltyTxt[ePerk_SmokeAndMirrors]=Smoke and Mirrors m_strPassiveTitle[ePerk_DisablingShot]=Disabling Shot m_strBonusTitle[ePerk_DisablingShot]=Disabling Shot m_strPenaltyTitle[ePerk_DisablingShot]=Disabling Shot m_strPassiveTxt[ePerk_DisablingShot]=Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. <XGAbility:DisablingShotCooldown/> turn cooldown. m_strBonusTxt[ePerk_DisablingShot]=Disabling Shot ERROR m_strPenaltyTxt[ePerk_DisablingShot]=Disabling Shot ERROR m_strPassiveTitle[ePerk_SuppressedActive]=Suppressed m_strBonusTitle[ePerk_SuppressedActive]=Suppressed m_strPenaltyTitle[ePerk_SuppressedActive]=Suppressed m_strPassiveTxt[ePerk_SuppressedActive]=Suppressed m_strBonusTxt[ePerk_SuppressedActive]=Suppressed ERROR m_strPenaltyTxt[ePerk_SuppressedActive]=Suppressed units suffer a penalty to Aim and, if they move, will be shot at by the suppressing unit. m_strPassiveTitle[ePerk_CriticallyWounded]=Critically Wounded m_strBonusTitle[ePerk_CriticallyWounded]=Critically Wounded m_strPenaltyTitle[ePerk_CriticallyWounded]=Critically Wounded m_strPassiveTxt[ePerk_CriticallyWounded]=Critically Wounded m_strBonusTxt[ePerk_CriticallyWounded]=Critically Wounded ERROR m_strPenaltyTxt[ePerk_CriticallyWounded]=Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit. m_strPassiveTitle[ePerk_Flying]=Airborne m_strBonusTitle[ePerk_Flying]=Airborne m_strPenaltyTitle[ePerk_Flying]=Airborne m_strPassiveTxt[ePerk_Flying]=Airborne m_strBonusTxt[ePerk_Flying]=Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. m_strPenaltyTxt[ePerk_Flying]=Airborne ERROR m_strPassiveTitle[ePerk_Stealth]=Stealth m_strBonusTitle[ePerk_Stealth]=Ghost Mode: Active m_strPenaltyTitle[ePerk_Stealth]=Stealth m_strPassiveTxt[ePerk_Stealth]=The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer's turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance. m_strBonusTxt[ePerk_Stealth]=Stealthed units are much harder for enemies to see, and receive a bonus to their critical chance. m_strPenaltyTxt[ePerk_Stealth]=Stealth ERROR m_strPassiveTitle[ePerk_GreaterMindMerge]=Greater Mind Merge m_strBonusTitle[ePerk_GreaterMindMerge]=Mind Merged m_strPenaltyTitle[ePerk_GreaterMindMerge]=Greater Mind Merge m_strPassiveTxt[ePerk_GreaterMindMerge]=Merge minds with all lesser allies of the same species nearby, granting them +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health. m_strBonusTxt[ePerk_GreaterMindMerge]=Receiving psionic assistance from an ally, gaining +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health. m_strBonusTitle[ePerk_GreaterMindMerger]=Greater Mind Merge m_strBonusTxt[ePerk_GreaterMindMerger]=Psionically assisting any nearby Sectoids, granting them +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health. m_strPassiveTitle[ePerk_ClusterBomb]=Cluster Bomb m_strBonusTitle[ePerk_ClusterBomb]=Cluster Bomb ERROR m_strPenaltyTitle[ePerk_ClusterBomb]=Cluster Bomb ERROR m_strPassiveTxt[ePerk_ClusterBomb]=Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs. m_strBonusTxt[ePerk_ClusterBomb]=Cluster Bomb ERROR m_strPenaltyTxt[ePerk_ClusterBomb]=Cluster Bomb ERROR m_strPassiveTitle[ePerk_PsiLance]=Psi Lance m_strBonusTitle[ePerk_PsiLance]=Psi Lance m_strPenaltyTitle[ePerk_PsiLance]=ERROR m_strPassiveTxt[ePerk_PsiLance]=Project a bolt of pure psi force at an enemy. m_strBonusTxt[ePerk_PsiLance]=ERROR m_strPenaltyTxt[ePerk_PsiLance]=ERROR m_strPassiveTitle[ePerk_Overload]=Overload m_strBonusTitle[ePerk_Overload]=ERROR m_strPenaltyTitle[ePerk_Overload]=ERROR m_strPassiveTxt[ePerk_Overload]=Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. m_strBonusTxt[ePerk_Overload]=ERROR m_strPenaltyTxt[ePerk_Overload]=ERROR m_strPassiveTitle[ePerk_PsiControl]=Mind Control m_strBonusTitle[ePerk_PsiControl]=Mind Control m_strPenaltyTitle[ePerk_PsiControl]=Mind Controlled m_strPassiveTxt[ePerk_PsiControl]=Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. m_strBonusTxt[ePerk_PsiControl]=Controlling an enemy unit's behavior. m_strPenaltyTxt[ePerk_PsiControl]=Mentally dominated by an enemy psi unit! m_strPassiveTitle[ePerk_PsiDrain]=Psi Drain m_strBonusTitle[ePerk_PsiDrain]=Psi Drain m_strPenaltyTitle[ePerk_PsiDrain]=Psi Drain m_strPassiveTxt[ePerk_PsiDrain]=Drain health from an ally. m_strBonusTxt[ePerk_PsiDrain]=ERROR m_strPenaltyTxt[ePerk_PsiDrain]=ERROR m_strPassiveTitle[ePerk_Repair]=Repair m_strBonusTitle[ePerk_Repair]=Repair m_strPenaltyTitle[ePerk_Repair]=Repair m_strPassiveTxt[ePerk_Repair]=Repairs robotic units. m_strBonusTxt[ePerk_Repair]=ERROR m_strPenaltyTxt[ePerk_Repair]=ERROR m_strPassiveTitle[ePerk_CannonFire]=Cannon Fire m_strBonusTitle[ePerk_CannonFire]=Cannon Fire m_strPenaltyTitle[ePerk_CannonFire]=Cannon Fire m_strPassiveTxt[ePerk_CannonFire]=Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies). m_strBonusTxt[ePerk_CannonFire]=ERROR m_strPenaltyTxt[ePerk_CannonFire]=ERROR m_strPassiveTitle[ePerk_Implant]=Implant m_strBonusTitle[ePerk_Implant]=Implant m_strPenaltyTitle[ePerk_Implant]=Implant m_strPassiveTxt[ePerk_Implant]=Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). m_strBonusTxt[ePerk_Implant]=ERROR m_strPenaltyTxt[ePerk_Implant]=ERROR m_strPassiveTitle[ePerk_StunImmune]=Stun Immune m_strBonusTitle[ePerk_StunImmune]=Stun Immune m_strPenaltyTitle[ePerk_StunImmune]=Stun Immune m_strPassiveTxt[ePerk_StunImmune]=This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible. m_strBonusTxt[ePerk_StunImmune]=ERROR m_strPenaltyTxt[ePerk_StunImmune]=ERROR m_strPassiveTitle[ePerk_OnlyForGermanModeStrings_ItemRangeBonus]=Range m_strBonusTitle[ePerk_OnlyForGermanModeStrings_ItemRangeBonus]=Range m_strPenaltyTitle[ePerk_OnlyForGermanModeStrings_ItemRangeBonus]=Range m_strPassiveTxt[ePerk_OnlyForGermanModeStrings_ItemRangeBonus]=Range m_strBonusTxt[ePerk_OnlyForGermanModeStrings_ItemRangeBonus]=Range m_strPenaltyTxt[ePerk_OnlyForGermanModeStrings_ItemRangeBonus]=Range m_strPassiveTitle[ePerk_OnlyForGermanModeStrings_ItemRangePenalty]=Range m_strBonusTitle[ePerk_OnlyForGermanModeStrings_ItemRangePenalty]=Range m_strPenaltyTitle[ePerk_OnlyForGermanModeStrings_ItemRangePenalty]=Range m_strPassiveTxt[ePerk_OnlyForGermanModeStrings_ItemRangePenalty]=Range m_strBonusTxt[ePerk_OnlyForGermanModeStrings_ItemRangePenalty]=Range m_strPenaltyTxt[ePerk_OnlyForGermanModeStrings_ItemRangePenalty]=Range m_strPassiveTitle[ePerk_ChryssalidSpawn]=Chryssalid Spawn m_strBonusTitle[ePerk_ChryssalidSpawn]=Chryssalid Spawn m_strPenaltyTitle[ePerk_ChryssalidSpawn]=Chryssalid Spawn m_strPassiveTxt[ePerk_ChryssalidSpawn]=Implanted Chryssalid eggs hatch into Chryssalids after 3 turns if the Zombie host is not killed. m_strBonusTxt[ePerk_ChryssalidSpawn]=ERROR m_strPenaltyTxt[ePerk_ChryssalidSpawn]=ERROR m_strPassiveTitle[ePerk_MindMerge]=Mind Merge m_strBonusTitle[ePerk_MindMerge]=Mind Merged m_strPenaltyTitle[ePerk_MindMerge]=Mind Merge ERROR m_strPassiveTxt[ePerk_MindMerge]=Merge minds with the target, granting the target +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health. m_strBonusTxt[ePerk_MindMerge]=Receiving psionic assistance from an ally, gaining +<XGAbility:MindMergeCritBonus/>% critical chance and +<XGAbility:MindMergeHealthBonus/> health. m_strBonusTitle[ePerk_MindMerger]=Mind Merge m_strBonusTxt[ePerk_MindMerger]=Psionically assisting an ally, granting the ally an array of stat bonuses. m_strPassiveTitle[ePerk_Hardened]=Hardened m_strBonusTitle[ePerk_Hardened]=Hardened m_strPenaltyTitle[ePerk_Hardened]=Hardened ERROR m_strPassiveTxt[ePerk_Hardened]=Confers extra protection against critical hits. Enemies suffer a -<XGAbility:HardenedCritPenalty/>% chance to inflict critical hits. m_strBonusTxt[ePerk_Hardened]=Hardened units receive extra protection against critical hits. m_strPenaltyTxt[ePerk_Hardened]=Hardened ERROR m_strPassiveTitle[ePerk_ChitinPlating]=Chitin Plating m_strBonusTitle[ePerk_ChitinPlating]=Chitin Plating m_strPenaltyTitle[ePerk_ChitinPlating]=Chitin Plating m_strPassiveTxt[ePerk_ChitinPlating]=Confers extra protection that reduces incoming melee damage by <XGAbility:ChitinPlatingDamageReduction/>% and grants +<XGAbility:ChitinPlatingHealthBonus/> health. m_strBonusTxt[ePerk_ChitinPlating]=Units with Chitin Plating suffer <XGAbility:ChitinPlatingDamageReduction/>% less melee damage and receive +<XGAbility:ChitinPlatingHealthBonus/> bonus health. m_strPenaltyTxt[ePerk_ChitinPlating]=ERROR m_strPassiveTitle[ePerk_CombatStimActive]=Combat Stimmed m_strBonusTitle[ePerk_CombatStimActive]=Combat Stimmed m_strPenaltyTitle[ePerk_CombatStimActive]=Combat Stimmed m_strPassiveTxt[ePerk_CombatStimActive]=Combat Stimmed m_strBonusTxt[ePerk_CombatStimActive]=Units under the influence of Combat Stims are less likely to panic, move faster, and take <XGAbility:CombatStimsDamageReduction/>% less damage from all sources. m_strPenaltyTxt[ePerk_CombatStimActive]=ERROR m_strPassiveTitle[ePerk_Panicked]=Panicked m_strBonusTitle[ePerk_Panicked]=Panicked m_strPenaltyTitle[ePerk_Panicked]=Panicked m_strPassiveTxt[ePerk_Panicked]=Panicked m_strBonusTxt[ePerk_Panicked]=ERROR m_strPenaltyTxt[ePerk_Panicked]=Panicked units have a chance to move or act unpredictably. m_strPassiveTitle[ePerk_PrecisionShot]=Headshot m_strBonusTitle[ePerk_PrecisionShot]=Headshot m_strPenaltyTitle[ePerk_PrecisionShot]=Headshot m_strPassiveTxt[ePerk_PrecisionShot]=Fire a shot with +<XGAbility:HeadshotCritBonus/>% critical chance and extra damage on critical hits, based on the tech level of the sniper rifle. <XGAbility:HeadshotCooldown/> turn cooldown. m_strBonusTxt[ePerk_PrecisionShot]=Description of bonus m_strPenaltyTxt[ePerk_PrecisionShot]=Description of penalty m_strPassiveTitle[ePerk_SquadSight]=Squadsight m_strBonusTitle[ePerk_SquadSight]=Squadsight m_strPenaltyTitle[ePerk_SquadSight]=Squadsight m_strPassiveTxt[ePerk_SquadSight]=Allows firing at targets in any ally's sight radius. m_strBonusTxt[ePerk_SquadSight]=Description of bonus m_strPenaltyTxt[ePerk_SquadSight]=Description of penalty m_strPassiveTitle[ePerk_TooCloseForComfort]=Too Close For Comfort m_strBonusTitle[ePerk_TooCloseForComfort]=Too Close For Comfort m_strPenaltyTitle[ePerk_TooCloseForComfort]=Too Close For Comfort m_strPassiveTxt[ePerk_TooCloseForComfort]=Aim penalty for close proximity is halved. m_strBonusTxt[ePerk_TooCloseForComfort]=Description of bonus m_strPenaltyTxt[ePerk_TooCloseForComfort]=Description of penalty m_strPassiveTitle[ePerk_Gunslinger]=Gunslinger m_strBonusTitle[ePerk_Gunslinger]=Gunslinger m_strPenaltyTitle[ePerk_Gunslinger]=Gunslinger m_strPassiveTxt[ePerk_Gunslinger]=Confers <XGAbility:GunslingerPistolDamageBonus/> bonus damage with pistols. m_strBonusTxt[ePerk_Gunslinger]=Description of bonus m_strPenaltyTxt[ePerk_Gunslinger]=Description of penalty m_strPassiveTitle[ePerk_DamnGoodGround]=Damn Good Ground m_strBonusTitle[ePerk_DamnGoodGround]=Damn Good Ground m_strPenaltyTitle[ePerk_DamnGoodGround]=Damn Good Ground m_strPassiveTxt[ePerk_DamnGoodGround]=Confers +<XGAbility:DamnGoodGroundAimBonus/> Aim and +<XGAbility:DamnGoodGroundDefenseBonus/> Defense against enemies at lower elevation, in addition to the usual elevation bonuses. m_strBonusTxt[ePerk_DamnGoodGround]=Units with Damn Good Ground take greater advantage of elevated ground, and receive extra offensive bonuses. m_strPenaltyTxt[ePerk_DamnGoodGround]=DGG ERROR m_strPassiveTitle[ePerk_SnapShot]=Snap Shot m_strBonusTitle[ePerk_SnapShot]=Snap Shot m_strPenaltyTitle[ePerk_SnapShot]=Snap Shot: Offensive Penalty m_strPassiveTxt[ePerk_SnapShot]=Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -<XGAbility:SnapShotAimPenalty/> Aim penalty. m_strBonusTxt[ePerk_SnapShot]=Snap Shot ERROR m_strPenaltyTxt[ePerk_SnapShot]=Units with Snap Shot that move before firing suffer an Aim penalty on sniper rifle shots. m_strPassiveTitle[ePerk_Opportunist]=Opportunist m_strBonusTitle[ePerk_Opportunist]=Opportunist m_strPenaltyTitle[ePerk_Opportunist]=Opportunist m_strPassiveTxt[ePerk_Opportunist]=Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. m_strBonusTxt[ePerk_Opportunist]=Description of bonus m_strPenaltyTxt[ePerk_Opportunist]=Description of penalty m_strPassiveTitle[ePerk_Executioner]=Executioner m_strBonusTitle[ePerk_Executioner]=Executioner m_strPenaltyTitle[ePerk_Executioner]=Executioner m_strPassiveTxt[ePerk_Executioner]=Confers +<XGAbility:ExecutionerAimBonus/> Aim against targets with less than <XGAbility:ExecutionerHealthThreshold/>% health. m_strBonusTxt[ePerk_Executioner]=Description of bonus m_strPenaltyTxt[ePerk_Executioner]=Description of penalty m_strPassiveTitle[ePerk_LowProfile]=Low Profile m_strBonusTitle[ePerk_LowProfile]=Low Profile m_strPenaltyTitle[ePerk_LowProfile]=Low Profile m_strPassiveTxt[ePerk_LowProfile]=Makes partial cover count as full. m_strBonusTxt[ePerk_LowProfile]=Units with Low Profile treat partial cover as full. m_strPenaltyTxt[ePerk_LowProfile]=Low Profile ERROR m_strPassiveTitle[ePerk_DoubleTap]=Double Tap m_strBonusTitle[ePerk_DoubleTap]=Double Tap: Available m_strPenaltyTitle[ePerk_DoubleTap]=Double Tap m_strPassiveTxt[ePerk_DoubleTap]=Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. <XGAbility:DoubleTapCooldown/> turn cooldown. m_strBonusTxt[ePerk_DoubleTap]=Unit has not yet moved this turn and may therefore fire the sniper rifle twice. m_strPenaltyTxt[ePerk_DoubleTap]=Description of penalty m_strPassiveTitle[ePerk_BattleScanner]=Battle Scanner m_strBonusTitle[ePerk_BattleScanner]=Battle Scanner m_strPenaltyTitle[ePerk_BattleScanner]=Battle Scanner m_strPassiveTxt[ePerk_BattleScanner]=Scanning device that, when thrown, creates a new source of vision for <XGAbility:BattleScannerDuration/> turns. Can only be used <XGAbility:BattleScannerCharges/> times per battle. m_strBonusTxt[ePerk_BattleScanner]=Description of bonus m_strPenaltyTxt[ePerk_BattleScanner]=Description of penalty m_strPassiveTitle[ePerk_InTheZone]=In The Zone m_strBonusTitle[ePerk_InTheZone]=In The Zone m_strPenaltyTitle[ePerk_InTheZone]=In The Zone m_strPassiveTxt[ePerk_InTheZone]=Killing a flanked or uncovered target with the sniper rifle does not cost an action. m_strBonusTxt[ePerk_InTheZone]=Description of bonus m_strPenaltyTxt[ePerk_InTheZone]=Description of penalty m_strPassiveTitle[ePerk_RunAndGun]=Run & Gun m_strBonusTitle[ePerk_RunAndGun]=Running & Gunning m_strPenaltyTitle[ePerk_RunAndGun]=Run & Gun m_strPassiveTxt[ePerk_RunAndGun]=Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. <XGAbility:RunAndGunCooldown/> turn cooldown. m_strBonusTxt[ePerk_RunAndGun]=Units under the effect of Run & Gun may fire after Dashing. m_strPenaltyTxt[ePerk_RunAndGun]=Description of penalty m_strPassiveTitle[ePerk_Aggression]=Aggression m_strBonusTitle[ePerk_Aggression]=Aggression m_strPenaltyTitle[ePerk_Aggression]=Aggression m_strPassiveTxt[ePerk_Aggression]=Confers +<XGAbility:AggressionCritBonusPerEnemy/>% critical chance per enemy in sight (max +<XGAbility:AggressionCritBonusMax/>%). m_strBonusTxt[ePerk_Aggression]=Units with Aggression receive a bonus to critical hit chance for each enemy in sight. m_strPenaltyTxt[ePerk_Aggression]=Description of penalty m_strPassiveTitle[ePerk_TacticalSense]=Tactical Sense m_strBonusTitle[ePerk_TacticalSense]=Tactical Sense: Active m_strPenaltyTitle[ePerk_TacticalSense]=Tactical Sense m_strPassiveTxt[ePerk_TacticalSense]=Confers +<XGAbility:TacticalSenseDefenseBonusPerEnemy/> Defense per enemy in sight (max +<XGAbility:TacticalSenseDefenseBonusMax/>). m_strBonusTxt[ePerk_TacticalSense]=Units with Tactical Sense receive a defensive bonus for each enemy in sight. m_strPenaltyTxt[ePerk_TacticalSense]=Description of penalty m_strPassiveTitle[ePerk_CloseAndPersonal]=Close and Personal m_strBonusTitle[ePerk_CloseAndPersonal]=Close and Personal m_strPenaltyTitle[ePerk_CloseAndPersonal]=Close and Personal m_strPassiveTxt[ePerk_CloseAndPersonal]=Confers +<XGAbility:CloseAndPersonalMaxCritBonus/>% critical chance against adjacent targets. The bonus declines with distance from the target. m_strBonusTxt[ePerk_CloseAndPersonal]=Bonus to critical hit chance that increases with proximity to target. m_strPenaltyTxt[ePerk_CloseAndPersonal]=C&P ERROR m_strPassiveTitle[ePerk_LightningReflexes]=Lightning Reflexes m_strBonusTitle[ePerk_LightningReflexes]=Lightning Reflexes m_strPenaltyTitle[ePerk_LightningReflexes]=Lightning Reflexes m_strPassiveTxt[ePerk_LightningReflexes]=Forces the first reaction shot against this unit each turn to miss. m_strBonusTxt[ePerk_LightningReflexes]=Description of bonus m_strPenaltyTxt[ePerk_LightningReflexes]=Description of penalty m_strPassiveTitle[ePerk_BringEmOn]=Bring 'Em On m_strBonusTitle[ePerk_BringEmOn]=Bring 'Em On: Active m_strPenaltyTitle[ePerk_BringEmOn]=Bring 'Em On m_strPassiveTxt[ePerk_BringEmOn]=Adds <XGAbility:BringEmOnCritDamageBonus/> damage on critical hits for each enemy the squad can see (up to <XGAbility:BringEmOnMaxCritDamageBonus/>). m_strBonusTxt[ePerk_BringEmOn]=Enemies in sight! +<XGAbility:BringEmOnCritDamageBonus/> damage on critical hits for each such enemy. m_strPenaltyTxt[ePerk_BringEmOn]=Description of penalty m_strPassiveTitle[ePerk_Flush]=Flush m_strBonusTitle[ePerk_Flush]=Flush m_strPenaltyTitle[ePerk_Flush]=Flushed m_strPassiveTxt[ePerk_Flush]=Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. m_strBonusTxt[ePerk_Flush]=Description of bonus m_strPenaltyTxt[ePerk_Flush]=Description of penalty m_strPassiveTitle[ePerk_Evade]=Evasion m_strBonusTitle[ePerk_Evade]=Evade m_strPenaltyTitle[ePerk_Evade]=Evade m_strPassiveTxt[ePerk_Evade]=Enemies targeting this unit when it is airborne suffer a -<XGAbility:EvasionDefenseBonus/> Aim penalty. m_strBonusTxt[ePerk_Evade]=Evade m_strPenaltyTxt[ePerk_Evade]=Evade m_strPassiveTitle[ePerk_BloodCall]=Blood Call m_strBonusTitle[ePerk_BloodCall]=Blood Frenzied m_strPenaltyTitle[ePerk_BloodCall]=Blood Call m_strPassiveTxt[ePerk_BloodCall]=Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for <XGAbility:BloodCallDuration/> turns. <XGAbility:BloodCallCooldown/> turn cooldown. m_strBonusTxt[ePerk_BloodCall]=Units frenzied by Blood Call have bonuses to Aim, Will, and mobility. m_strPenaltyTxt[ePerk_BloodCall]=Blood Call m_strPassiveTitle[ePerk_Intimidate]=Intimidate m_strBonusTitle[ePerk_Intimidate]=Intimidate m_strPenaltyTitle[ePerk_Intimidate]=Intimidate m_strPassiveTxt[ePerk_Intimidate]=Reacts unpredictably when wounded, provoking panic in enemies. m_strBonusTxt[ePerk_Intimidate]=Intimidate m_strPenaltyTxt[ePerk_Intimidate]=Intimidate m_strPassiveTitle[ePerk_BullRush]=Bull Rush m_strBonusTitle[ePerk_BullRush]=Bull Rush m_strPenaltyTitle[ePerk_BullRush]=Bull Rush m_strPassiveTxt[ePerk_BullRush]=Charge in a straight line through cover to unleash a devastating melee attack. m_strBonusTxt[ePerk_BullRush]=Bull Rush m_strPenaltyTxt[ePerk_BullRush]=Bull Rush m_strPassiveTitle[ePerk_BloodLust]=Bloodlust m_strBonusTitle[ePerk_BloodLust]=Bloodlust m_strPenaltyTitle[ePerk_BloodLust]=Bloodlust m_strPassiveTxt[ePerk_BloodLust]=Allows the Berserker to charge an enemy that wounds it. m_strBonusTxt[ePerk_BloodLust]=Bloodlust m_strPenaltyTxt[ePerk_BloodLust]=Bloodlust m_strPassiveTitle[ePerk_DeathBlossom]=Death Blossom m_strBonusTitle[ePerk_DeathBlossom]=Death Blossom m_strPenaltyTitle[ePerk_DeathBlossom]=Death Blossom m_strPassiveTxt[ePerk_DeathBlossom]=Project an intense energy field from Closed position, damaging all nearby enemies. <XGAbility:DeathBlossomCooldown/> turn cooldown. m_strBonusTxt[ePerk_DeathBlossom]=Death Blossom m_strPenaltyTxt[ePerk_DeathBlossom]=Death Blossom m_strPassiveTitle[ePerk_Launch]=Launch m_strBonusTitle[ePerk_Launch]=Launch m_strPenaltyTitle[ePerk_Launch]=Launch m_strPassiveTxt[ePerk_Launch]=Move anywhere on the battlefield in a single turn. Launch cannot be used indoors. m_strBonusTxt[ePerk_Launch]=Launch m_strPenaltyTxt[ePerk_Launch]=Launch m_strPassiveTitle[ePerk_Bombard]=Bombard m_strBonusTitle[ePerk_Bombard]=Bombard m_strPenaltyTitle[ePerk_Bombard]=Bombard m_strPassiveTxt[ePerk_Bombard]=Throw or launch grenades over exceptionally long distances. m_strBonusTxt[ePerk_Bombard]=Bombard m_strPenaltyTxt[ePerk_Bombard]=Bombard m_strPassiveTitle[ePerk_Poison]=Poisonous Claws m_strBonusTitle[ePerk_Poison]=Claw Poisoned ERROR m_strPenaltyTitle[ePerk_Poison]=Poisoned m_strPassiveTxt[ePerk_Poison]=Poison enemies wounded with melee attacks. m_strBonusTxt[ePerk_Poison]=Claw Poisoned ERROR m_strPenaltyTxt[ePerk_Poison]=Poisoned units take damage over time. The poison wears off after a few turns and can be removed by a Medikit. m_strPassiveTitle[ePerk_Leap]=Leap m_strBonusTitle[ePerk_Leap]=Leap m_strPenaltyTitle[ePerk_Leap]=Leap m_strPassiveTxt[ePerk_Leap]=Allows vertical leaps onto elevated surfaces during movement. m_strBonusTxt[ePerk_Leap]=Leap m_strPenaltyTxt[ePerk_Leap]=Leap m_strPassiveTitle[ePerk_Plague]=Poison Spit m_strBonusTitle[ePerk_Plague]=spit poison ERROR m_strPenaltyTitle[ePerk_Plague]=Poisoned m_strPassiveTxt[ePerk_Plague]=Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield. m_strBonusTxt[ePerk_Plague]=spit poison ERROR m_strPenaltyTxt[ePerk_Plague]=Poisoned units take damage over time. The poison wears off after a few turns, and can be removed by a Medikit. m_strPassiveTitle[ePerk_RapidFire]=Rapid Fire m_strBonusTitle[ePerk_RapidFire]=Rapid Fire m_strPenaltyTitle[ePerk_RapidFire]=Rapid Fire m_strPassiveTxt[ePerk_RapidFire]=Take two shots against a single target in quick succession. Each shot carries a -<XGAbility:RapidFireAimPenalty/> penalty to Aim. m_strBonusTxt[ePerk_RapidFire]=Description of bonus m_strPenaltyTxt[ePerk_RapidFire]=Description of penalty m_strPassiveTitle[ePerk_CloseCombatSpecialist]=Close Combat Specialist m_strBonusTitle[ePerk_CloseCombatSpecialist]=Close Combat Specialist m_strPenaltyTitle[ePerk_CloseCombatSpecialist]=Close Combat Specialist m_strPassiveTxt[ePerk_CloseCombatSpecialist]=Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch. m_strBonusTxt[ePerk_CloseCombatSpecialist]=Description of bonus m_strPenaltyTxt[ePerk_CloseCombatSpecialist]=Description of penalty m_strPassiveTitle[ePerk_WillToSurvive]=Will to Survive m_strBonusTitle[ePerk_WillToSurvive]=Will to Survive: Active m_strPenaltyTitle[ePerk_WillToSurvive]=Will to Survive m_strPassiveTxt[ePerk_WillToSurvive]=Reduces all normal damage taken by <XGAbility:WillToSurviveProtection/> if in cover and not flanked. m_strBonusTxt[ePerk_WillToSurvive]=In cover and not flanked: incoming damage is reduced by <XGAbility:WillToSurviveProtection/>. m_strPenaltyTxt[ePerk_WillToSurvive]=Description of penalty m_strPassiveTitle[ePerk_KillerInstinct]=Killer Instinct m_strBonusTitle[ePerk_KillerInstinct]=Killer Instinct m_strPenaltyTitle[ePerk_KillerInstinct]=Killer Instinct m_strPassiveTxt[ePerk_KillerInstinct]=Activating Run & Gun now also grants +<XGAbility:KillerInstinctCritDamageBonus/>% critical damage for the rest of the turn. m_strBonusTxt[ePerk_KillerInstinct]=+<XGAbility:KillerInstinctCritDamageBonus/>% critical damage for the rest of this turn. m_strPenaltyTxt[ePerk_KillerInstinct]=Description of penalty m_strPassiveTitle[ePerk_Resilience]=Resilience m_strBonusTitle[ePerk_Resilience]=Resilience m_strPenaltyTitle[ePerk_Resilience]=Resilience m_strPassiveTxt[ePerk_Resilience]=Confers immunity to critical hits. m_strBonusTxt[ePerk_Resilience]=Description of bonus m_strPenaltyTxt[ePerk_Resilience]=Description of penalty m_strPassiveTitle[ePerk_FireRocket]=Fire Rocket m_strBonusTitle[ePerk_FireRocket]=Fire Rocket m_strPenaltyTitle[ePerk_FireRocket]=Fire Rocket m_strPassiveTxt[ePerk_FireRocket]=Fire a rocket using an equipped launcher. This ability cannot be used after moving, nor more than once per mission. m_strBonusTxt[ePerk_FireRocket]=Description of bonus m_strPenaltyTxt[ePerk_FireRocket]=Description of penalty m_strPassiveTitle[ePerk_TracerBeams]=Holo-Targeting m_strBonusTitle[ePerk_TracerBeams]=Holo-Targeting m_strPenaltyTitle[ePerk_TracerBeams]=Holo-Targeting: Active m_strPassiveTxt[ePerk_TracerBeams]=Shooting at or suppressing enemies also confers +<XGAbility:TracerBeamsAimBonus/> Aim to any allies' attacks on those enemies. m_strBonusTxt[ePerk_TracerBeams]=Description of bonus m_strPenaltyTxt[ePerk_TracerBeams]=Marked with Holo-Targeting: easier for all enemies to hit. m_strPassiveTitle[ePerk_HEATAmmo]=HEAT Ammo m_strBonusTitle[ePerk_HEATAmmo]=HEAT Ammo m_strPenaltyTitle[ePerk_HEATAmmo]=HEAT Ammo m_strPassiveTxt[ePerk_HEATAmmo]=Confers +<XGAbility:HEATAmmoDamageBonusVsRobots/>% damage against robotic enemies. m_strBonusTxt[ePerk_HEATAmmo]=Description of bonus m_strPenaltyTxt[ePerk_HEATAmmo]=Description of penalty m_strPassiveTitle[ePerk_FocusedSuppression]=Suppression m_strBonusTitle[ePerk_FocusedSuppression]=Suppression m_strPenaltyTitle[ePerk_FocusedSuppression]=Suppression m_strPassiveTxt[ePerk_FocusedSuppression]=Can fire a special shot that grants reaction fire at a single target. The target also suffers a -<XGAbility:CalcSuppression/> Aim penalty. m_strBonusTxt[ePerk_FocusedSuppression]=Suppressing an enemy: will get a reaction shot if that enemy moves. m_strPenaltyTxt[ePerk_FocusedSuppression]=Suppressed: large penalties to Aim, and will receive a reaction shot from the suppressing enemy. m_strPassiveTitle[ePerk_ShredderRocket]=Shredder Rocket m_strBonusTitle[ePerk_ShredderRocket]=Shredder Rocket m_strPenaltyTitle[ePerk_ShredderRocket]=Shredded m_strPassiveTxt[ePerk_ShredderRocket]=Fire a rocket that causes all enemies hit to take +<XGAbility:ShredderRocketDamageEffect/>% damage from all sources for the next <XGAbility:ShredderRocketDamageEffectDuration/> turns. The rocket's blast is weaker than a standard rocket's. m_strBonusTxt[ePerk_ShredderRocket]=Description of bonus m_strPenaltyTxt[ePerk_ShredderRocket]=Units hit by a Shredder Rocket take increased damage from all sources for <XGAbility:ShredderRocketDamageEffectDuration/> turns. m_strPassiveTitle[ePerk_RapidReaction]=Rapid Reaction m_strBonusTitle[ePerk_RapidReaction]=Rapid Reaction m_strPenaltyTitle[ePerk_RapidReaction]=Rapid Reaction m_strPassiveTxt[ePerk_RapidReaction]=Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. m_strBonusTxt[ePerk_RapidReaction]=Description of bonus m_strPenaltyTxt[ePerk_RapidReaction]=Description of penalty m_strPassiveTitle[ePerk_Grenadier]=Grenadier m_strBonusTitle[ePerk_Grenadier]=Grenadier m_strPenaltyTitle[ePerk_Grenadier]=Grenadier m_strPassiveTxt[ePerk_Grenadier]=Allows <XGAbility:GrenadierCharges/> grenades in a single inventory slot. m_strBonusTxt[ePerk_Grenadier]=Description of bonus m_strPenaltyTxt[ePerk_Grenadier]=Description of penalty m_strPassiveTitle[ePerk_DangerZone]=Danger Zone m_strBonusTitle[ePerk_DangerZone]=Danger Zone m_strPenaltyTitle[ePerk_DangerZone]=Danger Zone m_strPassiveTxt[ePerk_DangerZone]=Increases area of effect on Suppression and all rocket attacks by <XGAbility:DangerZoneAOEIncrease/> tiles. m_strBonusTxt[ePerk_DangerZone]=Description of bonus m_strPenaltyTxt[ePerk_DangerZone]=Description of penalty m_strPassiveTitle[ePerk_BulletSwarm]=Bullet Swarm m_strBonusTitle[ePerk_BulletSwarm]=Bullet Swarm m_strPenaltyTitle[ePerk_BulletSwarm]=Bullet Swarm m_strPassiveTxt[ePerk_BulletSwarm]=Firing the primary weapon as the first action no longer ends the turn. m_strBonusTxt[ePerk_BulletSwarm]=Description of bonus m_strPenaltyTxt[ePerk_BulletSwarm]=Description of penalty m_strPassiveTitle[ePerk_ExtraConditioning]=Extra Conditioning m_strBonusTitle[ePerk_ExtraConditioning]=Extra Conditioning m_strPenaltyTitle[ePerk_ExtraConditioning]=Extra Conditioning m_strPassiveTxt[ePerk_ExtraConditioning]=Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus. m_strBonusTxt[ePerk_ExtraConditioning]=Description of bonus m_strPenaltyTxt[ePerk_ExtraConditioning]=Description of penalty m_strPassiveTitle[ePerk_FirstBlood]=Rocketeer m_strBonusTitle[ePerk_FirstBlood]=Rocketeer m_strPenaltyTitle[ePerk_FirstBlood]=Rocketeer m_strPassiveTxt[ePerk_FirstBlood]=Allows a second use of Fire Rocket in each mission. m_strBonusTxt[ePerk_FirstBlood]=Description of bonus m_strPenaltyTxt[ePerk_FirstBlood]=Description of penalty m_strPassiveTitle[ePerk_SmokeBomb]=Smoke Grenade m_strBonusTitle[ePerk_SmokeBomb]=Smoke Coverage m_strPenaltyTitle[ePerk_SmokeBomb]=Smoke Grenade m_strPassiveTxt[ePerk_SmokeBomb]=Deploy a smoke grenade once per mission. The smoke confers +<XGAbility:SmokeBombDefenseBonus/> defense to all units, not just allies, and lasts through the enemy turn. m_strBonusTxt[ePerk_SmokeBomb]=Units in smoke receive +<XGAbility:SmokeBombDefenseBonus/> Defense. m_strPenaltyTxt[ePerk_SmokeBomb]=Description of penalty m_strPassiveTitle[ePerk_CoveringFire]=Covering Fire m_strBonusTitle[ePerk_CoveringFire]=Covering Fire m_strPenaltyTitle[ePerk_CoveringFire]=Covering Fire m_strPassiveTxt[ePerk_CoveringFire]=Allows reaction shots to trigger on enemy attacks, not just movement. m_strBonusTxt[ePerk_CoveringFire]=Description of bonus m_strPenaltyTxt[ePerk_CoveringFire]=Description of penalty m_strPassiveTitle[ePerk_FieldMedic]=Field Medic m_strBonusTitle[ePerk_FieldMedic]=Field Medic m_strPenaltyTitle[ePerk_FieldMedic]=Field Medic m_strPassiveTxt[ePerk_FieldMedic]=Allows medikits to be used <XGAbility:FieldMedicCharges/> times per battle instead of once. m_strBonusTxt[ePerk_FieldMedic]=Description of bonus m_strPenaltyTxt[ePerk_FieldMedic]=Description of penalty m_strPassiveTitle[ePerk_CombatDrugs]=Combat Drugs m_strBonusTitle[ePerk_CombatDrugs]=Combat Drugs m_strPenaltyTitle[ePerk_CombatDrugs]=Combat Drugs m_strPassiveTxt[ePerk_CombatDrugs]=Smoke Grenades now contain powerful stimulants that grant +<XGAbility:CombatDrugsWillBonus/> Will and +<XGAbility:CombatDrugsCritBonus/>% critical chance for all units in the cloud. m_strBonusTxt[ePerk_CombatDrugs]=Units in smoke that has been infused with Combat Drugs receive +<XGAbility:CombatDrugsWillBonus/> Will and +<XGAbility:CombatDrugsCritBonus/> critical chance. m_strPenaltyTxt[ePerk_CombatDrugs]=Description of penalty m_strPassiveTitle[ePerk_DenseSmoke]=Dense Smoke m_strBonusTitle[ePerk_DenseSmoke]=Dense Smoke m_strPenaltyTitle[ePerk_DenseSmoke]=Dense Smoke m_strPassiveTxt[ePerk_DenseSmoke]=Smoke Grenades have increased area of effect and further increase units' Defense by <XGAbility:DenseSmokeDefenseBonus/>. m_strBonusTxt[ePerk_DenseSmoke]=Units in dense smoke receive an additional +<XGAbility:DenseSmokeDefenseBonus/> Defense. m_strPenaltyTxt[ePerk_DenseSmoke]=Description of penalty m_strPassiveTitle[ePerk_DeepPockets]=Deep Pockets m_strBonusTitle[ePerk_DeepPockets]=Deep Pockets m_strPenaltyTitle[ePerk_DeepPockets]=Deep Pockets m_strPassiveTxt[ePerk_DeepPockets]=Confers an additional item slot in inventory. m_strBonusTxt[ePerk_DeepPockets]=Description of bonus m_strPenaltyTxt[ePerk_DeepPockets]=Description of penalty m_strPassiveTitle[ePerk_RifleSuppression]=Rifle Suppression m_strBonusTitle[ePerk_RifleSuppression]=Rifle Suppression m_strPenaltyTitle[ePerk_RifleSuppression]=Rifle Suppression m_strPassiveTxt[ePerk_RifleSuppression]=Fire a barrage that pins down a target, granting reaction fire against it and imposing a <XGAbility:CalcSuppression/> penalty to Aim. m_strBonusTxt[ePerk_RifleSuppression]=A units that is suppressing an enemy will get a reaction fire opportunity against that enemy if it moves. m_strPenaltyTxt[ePerk_RifleSuppression]=Suppressed units suffer a -<XGAbility:CalcSuppression/> penalty to Aim, and will be fired upon if they move. m_strPassiveTitle[ePerk_Revive]=Revive m_strBonusTitle[ePerk_Revive]=Revive m_strPenaltyTitle[ePerk_Revive]=Revive m_strPassiveTxt[ePerk_Revive]=Allows Medikits to revive critically wounded soldiers at <XGAbility:ReviveHealthPercent/>% of maximum health, instead of just stabilizing them. m_strBonusTxt[ePerk_Revive]=Description of bonus m_strPenaltyTxt[ePerk_Revive]=Description of penalty m_strPassiveTitle[ePerk_Savior]=Savior m_strBonusTitle[ePerk_Savior]=Savior m_strPenaltyTitle[ePerk_Savior]=Savior m_strPassiveTxt[ePerk_Savior]=Medikits restore <XGAbility:SaviorMedikitHealIncrease/> more health per use. m_strBonusTxt[ePerk_Savior]=Description of bonus m_strPenaltyTxt[ePerk_Savior]=Description of penalty m_strPassiveTitle[ePerk_MindFray]=Mindfray m_strBonusTitle[ePerk_MindFray]=Mindfray m_strPenaltyTitle[ePerk_MindFray]=Hallucinating m_strPassiveTxt[ePerk_MindFray]=Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing <XGAbility:MindfrayDamage/> base damage. Robotic units are immune. Lasts <XGAbility:MindfrayDuration/> turns. <XGAbility:MindfrayCooldown/> turn cooldown. m_strBonusTxt[ePerk_MindFray]=Description of bonus m_strPenaltyTxt[ePerk_MindFray]=Units subject to Mindfray suffer penalties to Aim, Will, and mobility. m_strPassiveTitle[ePerk_TelekineticField]=Telekinetic Field m_strBonusTitle[ePerk_TelekineticField]=Inside Telekinetic Field m_strPenaltyTitle[ePerk_TelekineticField]=Telekinetic Field m_strPassiveTxt[ePerk_TelekineticField]=Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +<XGAbility:TKFieldDefenseBonus/> Defense to both allies and enemies within the field. <XGAbility:TelekineticFieldCooldown/> turn cooldown. m_strBonusTxt[ePerk_TelekineticField]=Units protected by a Telekinetic Field receive +<XGAbility:TKFieldDefenseBonus/> Defense. m_strPenaltyTxt[ePerk_TelekineticField]=Description of penalty m_strPassiveTitle[ePerk_PsiInspiration]=Psi Inspiration m_strBonusTitle[ePerk_PsiInspiration]=Inspired m_strPenaltyTitle[ePerk_PsiInspiration]=Psi Inspiration m_strPassiveTxt[ePerk_PsiInspiration]=Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +<XGAbility:PsiInspirationWillBonus/> for <XGAbility:PsiInspirationDuration/> turns. <XGAbility:PsiInspirationCooldown/> turn cooldown. m_strBonusTxt[ePerk_PsiInspiration]=Will increased by the inspiration of a psionic ally. m_strPenaltyTxt[ePerk_PsiInspiration]=Description of penalty m_strPassiveTitle[ePerk_MindControl]=Mind Control m_strBonusTitle[ePerk_MindControl]=Mind Control m_strPenaltyTitle[ePerk_MindControl]=Mind Controlled m_strPassiveTxt[ePerk_MindControl]=Very difficult psi technique that, if successful, grants control of the target for <XGAbility:MindControlDuration/> turns. Robotic enemies are immune. <XGAbility:MindControlCooldown/> turn cooldown. m_strBonusTxt[ePerk_MindControl]=Using Mind Control allows control of an enemy unit. m_strPenaltyTxt[ePerk_MindControl]=Mind Controlled units are under the enemy side's control. m_strPassiveTitle[ePerk_PsiPanic]=Psi Panic m_strBonusTitle[ePerk_PsiPanic]=Psi Panic m_strPenaltyTitle[ePerk_PsiPanic]=Psi Panicked m_strPassiveTxt[ePerk_PsiPanic]=Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. <XGAbility:PsiPanicCooldown/> turn cooldown. m_strBonusTxt[ePerk_PsiPanic]=An enemy has used psi capability to make this unit panic. m_strPenaltyTxt[ePerk_PsiPanic]=Panicked units have a chance to move or act unpredictably. m_strPassiveTitle[ePerk_Rift]=Rift m_strBonusTitle[ePerk_Rift]=Rift m_strPenaltyTitle[ePerk_Rift]=Rift m_strPassiveTxt[ePerk_Rift]=Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. <XGAbility:RiftCooldown/> turn cooldown. m_strBonusTxt[ePerk_Rift]=ERROR m_strPenaltyTxt[ePerk_Rift]=Units in a Rift take moderate damage during the first turn and much more on the next turn if they remain in the affected area. High Will can reduce the damage; low Will can make it worse. m_strPassiveTitle[ePerk_MindShield]=Mind Shield m_strBonusTitle[ePerk_MindShield]=Mind Shield m_strPenaltyTitle[ePerk_MindShield]=Mind Shield m_strPassiveTxt[ePerk_MindShield]=A device that protects the wearer's mind, increasing their Will. m_strBonusTxt[ePerk_MindShield]=Description of bonus m_strPenaltyTxt[ePerk_MindShield]=Description of penalty m_strPassiveTitle[ePerk_CivilianCover]=Head Down m_strBonusTitle[ePerk_CivilianCover]=Head Down m_strPenaltyTitle[ePerk_CivilianCover]=Head Down m_strPassiveTxt[ePerk_CivilianCover]=Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover. m_strBonusTxt[ePerk_CivilianCover]=This civilian is keeping his or her head down, in an effort to avoid enemy attacks. m_strPenaltyTxt[ePerk_CivilianCover]=Description of penalty [XGAction_Fire] m_sTargetMissDamageDisplay=Missed! m_sTracerBeamDamageDisplay=Holo-Targeting m_sChitinPlatingDamageDisplay= m_sCombatStimesDamageDisplay= m_strTargetNameEnemy=Enemy m_strTargetNameFriend=Friend m_strTargetNameCivilian=Civilian m_sShotHasTarget=Shot has <XGParam:IntValue0/> target! m_sShotHasTargets=Shot has <XGParam:IntValue0/> targets! [XGAction_FireOverwatchExecuting] m_strReactionFire= m_strAlienReactionFire= [XComProjectile_FragGrenade] [XGAmmo] m_strType=Ammo [XGWeapon] m_strMedikitII=Medikit II m_strArcThrowerII=Arc Thrower II [XGAmmo_AlienGrenade] m_strWeapon=Alien Grenade [XGAmmo_ArcThrower] m_strWeapon=Arc Thrower [XGAmmo_AssaultRifle] m_strName=Assault Rifle Clip m_strWeapon=Assault Rifle m_strNotes=Ammo for the assault rifle. [XGAmmo_BaitGrenade] [XGAmmo_BlasterLauncher] m_strName=Blaster Bomb m_strWeapon=Blaster Launcher m_strNotes=Blaster Bombs are the programmable, pinpoint warheads fired by the Blaster Launcher. Exceedingly large, exceedingly expensive and devastatingly efficient. [XGAmmo_FragGrenade] m_strName=Frag Grenade Ammo m_strWeapon=Frag Grenade m_strNotes=This should never be displayed. [XGAmmo_HeavyLaser] m_strWeapon=Heavy Laser [XGAmmo_HeavyPlasma] m_strWeapon=Heavy Plasma [XGAmmo_LaserAssaultRifle] m_strWeapon=Laser Assault Rifle [XGAmmo_LaserPistol] m_strWeapon=Laser Pistol [XGAmmo_LaserSniperRifle] m_strWeapon=Laser Sniper Rifle [XGAmmo_PlasmaAssaultRifle] m_strWeapon=Plasma Assault Rifle [XGAmmo_PlasmaBlade] m_strWeapon=Plasma Blade [XGAmmo_PlasmaPistol] m_strName=Plasma Pistol Clip m_strWeapon=Plasma Pistol m_strNotes=Ammo for the plasma pistol. [XGAmmo_PlasmaSniperRifle] m_strWeapon=Plasma Sniper Rifle [XGAmmo_Pistol] m_strName=Pistol Clip m_strWeapon=Pistol m_strNotes=Ammo for the pistol. [XGAmmo_RocketLauncher] m_strName=Rocket m_strWeapon=Rocket Launcher m_strNotes=Required by the rocket launcher, rockets are bulky and expensive, but effective. [XGAmmo_ScienceDevice] [XGAmmo_Shotgun] m_strName=Shotgun Clip m_strWeapon=Tactical Shotgun m_strNotes=Ammo for the shotgun. [XGAmmo_SmokeGrenade] m_strWeapon=Smoke Grenade [XGAmmo_SniperRifle] m_strName=Sniper Rifle Clip m_strWeapon=Sniper Rifle m_strNotes=Ammo for the sniper rifle. [XGAmmo_Stun Rod] [XGArmor] m_strType=Armor [XGArmor_LevelIMedium] m_strName=Kevlar Body Armor [XGArmor_LevelIIHeavy] m_strName=Heavy Carapace Armor m_strNotes=The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once. Inventory and mobility, however, are severly restricted. [XGArmor_LevelIILight] m_strName=Light Carapace Armor m_strNotes=The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons. A soldier in this armor can climb almost any surface, though they cannot carry as much gear. [XGArmor_LevelIIMedium] m_strName=Carapace Armor m_strNotes=The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage. [XGArmor_LevelIIIHeavy] m_strName=Golem Armor m_strNotes=The Golem is impervious to damage. [XGArmor_LevelIIILight] m_strName=Ghost Armor m_strNotes=The Ghost is capable of vanishing from sight. [XGArmor_LevelIIIMedium] m_strName=Titan Armor m_strNotes=The Titan armor provides an excellent defense against alien weapons. [XGArmor_LevelIIIMediumAir] m_strName=Archangel Armor m_strNotes=The Archangel is capable of flight. [XGArmor_Psionic] m_strName=Psionic m_strNotes=Bring powers of the mind to the battlefield. [XGArtifact_AlienAlloys] m_strName=Alien Alloys m_strNotes= [XGArtifact_AlienIntelligence] m_strName=Alien Intelligence m_strNotes= [XGArtifact_Elerium115] m_strName=Elerium-115 m_strNotes= [XGArtifact_Navigation] m_strName=UFO Navigation Hardware m_strNotes= [XGArtifact_PowerSource] m_strName=UFO Power Source m_strNotes= [XGArtifact_SectoidCorpse] m_strName=Sectoid Corpse m_strNotes= [XGArtifact_FloaterCorpse] m_strName=Floater Corpse m_strNotes= [XGArtifact_MutonCorpse] m_strName=Muton Corpse m_strNotes= [XGArtifact_SectopodDroneCorpse] m_strName=Drone Wreck m_strNotes= [XGArtifact_MummyPod] m_strName=Mummy Pod m_strNotes= [XGArtifact_Technology] m_strName=Alien Technology m_strNotes= [XGArtifact_CommunicationsDevice] m_strName=Alien Communication Device m_strNotes= m_strHelp=Using this loot will give +2 to the soldiers TAC for the remainder of combat. If not used, loot can be disassembled for parts back at HQ. [XGArtifact_AlienSalvage_Food] m_strName=Alien Salvage Food m_strNotes= m_strHelp= [XGArtifact_AlienSalvage_Technology] m_strName=Alien Salvage Technology m_strNotes= m_strHelp= [XGArtifact_AlienSalvage_Entertainment] m_strName=Alien Salvage Entertainment m_strNotes= m_strHelp= [XGArtifact_AlienSalvage_Elerium115] m_strName=Alien Salvage Elerium115 m_strNotes= m_strHelp= [XGArtifact_MedicalStation] m_strName=Alien Medical Station m_strNotes= m_strHelp=Using this loot will fully restore a soldier's hit points. If not used, loot can be disassembled for parts back at HQ. [XGArtifact_Alien_Beacon] m_strName=Alien Beacon m_strNotes= m_strHelp=Use this beacon to deactivate the power core. [XGArtifact_Interact] m_strName=Alien Console m_strNotes= m_strHelp=Hack this console. [XGArtifact_Salvage] m_strName=Alien Salvage m_strNotes= m_strHelp=Take this salvage back to your base. [XGArtifact_UFO_I] m_strName=UFO Hull Section m_strNotes= m_strHelp= [XGArtifact_UFO_II] m_strName=Hyperwave Transmitter m_strNotes= m_strHelp= [XGArtifact_UFO_III] m_strName=Plasma Cannons m_strNotes= m_strHelp= [XGArtifact_UFO_IV] m_strName=UFO Power Core m_strNotes= m_strHelp= [XGArtifact_UFO_V] m_strName=Psi Link m_strNotes= m_strHelp= [XGBattleDesc] m_strSkirmishOpName=Tactical Skirmish m_sLocation=%sCITY, %sSTATE %sCOUNTRY m_aCities[0]=Animosa m_aCities[1]=Liberty m_aCities[2]=Grapevine m_aCities[3]=Gallop m_aCities[4]=Kearney m_aCities[5]=Neosho m_aCities[6]=Oxford m_aCities[7]=Enid m_aCities[8]=Hayes m_aCities[9]=Woodall m_aCities[10]=Goodland m_aCities[11]=Excelsior Springs m_aCities[12]=Lexington m_aCities[13]=Empire Falls m_aStates[0]=Missouri m_aStates[1]=Iowa m_aStates[2]=Kansas m_aStates[3]=Nebraska m_aStates[4]=Minnesota m_aStates[5]=Michigan m_aStates[6]=Wisconsin m_aStates[7]=Oklahoma m_aStates[8]=Arkansas m_aStates[9]=Texas m_aStates[10]=Colorado m_aStates[11]=Utah m_aStates[12]=Idaho m_aCountries[0]=U.S.A m_aCountries[1]=U.S.A [XGBattleResult_SP] m_strUFO=UFO Intercepted! m_strTerror=City Defended! m_strActI=Alien Base Destroyed! m_strActII=Alien Destroyer Neutralized! m_sAliensKilled=Aliens killed: m_sXComKilled=XCOM Casualties: m_strPanicReduced=Panic Level Reduced by m_strPanicUnchanged=Panic Level Unchanged. m_sBonusShortMission=Mission completed in 10 turns: m_sBonusNoCasualties=No XCOM Casualties: m_strBonus=Bonus! m_strPaniHelp=Shooting down UFOs is the easiest way to reduce panic. m_sArtifactsRecovered=Total Alien Artifacts Recovered: m_sArtifactTip=The Engineering facility can break down Alien Artifacts into parts. m_sSquadStatus=Squad Status: m_sKIA=KIA m_sWounded=Wounded m_sReady=Ready m_sPromoted=Promoted! m_sDamaged=Damaged m_sDestroyed=Destroyed m_sSoldierTip=Go the Barracks facility to upgrade your newly promoted soldiers. m_sChooseReward=Choose a Mission Reward [XGCharacter_Civilian] m_sCivilian=Civilian m_sRandom=Random [XGTacticalGameCoreNativeBase] m_aRankNames[0]=Rookie m_aRankNames[1]=Squaddie m_aRankNames[2]=Corporal m_aRankNames[3]=Sergeant m_aRankNames[4]=Lieutenant m_aRankNames[5]=Captain m_aRankNames[6]=Major m_aRankNames[7]=Colonel m_aRankAbbr[0]=Rk. m_aRankAbbr[1]=Sq. m_aRankAbbr[2]=Cpl. m_aRankAbbr[3]=Sgt. m_aRankAbbr[4]=Lt. m_aRankAbbr[5]=Cpt. m_aRankAbbr[6]=Maj. m_aRankAbbr[7]=Col. m_aPsiRankNames[0]=None m_aPsiRankNames[1]=Trainee m_aPsiRankNames[2]=Specialist m_aPsiRankNames[3]=Operative m_aPsiRankNames[4]=Volunteer m_aPsiRankAbbr[0]=None m_aPsiRankAbbr[1]=Trne. m_aPsiRankAbbr[2]=Spc. m_aPsiRankAbbr[3]=Opr. m_aPsiRankAbbr[4]=Vol. m_strYearSuffix= m_strMonthSuffix= m_strDaySuffix= [XGTacticalGameCore] m_sClassName=Soldier m_sNickName=F.N.G m_aUnexpandedLocalizedStrings[eULS_Speed]=Speed! m_aUnexpandedLocalizedStrings[eULS_LightningReflexesUsed]=Lightning Reflexes! m_aUnexpandedLocalizedStrings[eULS_UnitNotStunned]=Stun failed! m_aUnexpandedLocalizedStrings[eULS_Panicking]=Panicked! m_aUnexpandedLocalizedStrings[eULS_Poisoned]=Poisoned! m_aUnexpandedLocalizedStrings[eULS_Shredded]=Shredded m_aUnexpandedLocalizedStrings[eULS_TracerBeam]=Holo-Targeting m_aUnexpandedLocalizedStrings[eULS_AbilityErrMultiShotFail]=ERROR- MULTISHOT FAILURE! m_aUnexpandedLocalizedStrings[eULS_AbilityCurePoisonFlyover]=Poison Cured m_aUnexpandedLocalizedStrings[eULS_AbilityOpportunistFlyover]=Opportunist m_aUnexpandedLocalizedStrings[eULS_ReactionFireActive]=Reaction Fire status: Active m_aUnexpandedLocalizedStrings[eULS_ReactionFireDisabled]=Reaction Fire status: Disabled m_aUnexpandedLocalizedStrings[eULS_InTheZoneProc]=In The Zone! m_aUnexpandedLocalizedStrings[eULS_DoubleTapProc]=Double Tap! m_aUnexpandedLocalizedStrings[eULS_ExecutionerProc]=Executioner m_aExpandedLocalizedStrings[eELS_UnitHoverFuel]=Flight Fuel(<XGParam:IntValue0/>/<XGParam:IntValue1/>) m_aExpandedLocalizedStrings[eELS_UnitHoverEnabled]=Fuel: <XGParam:IntValue0/>/<XGParam:IntValue1/> m_aExpandedLocalizedStrings[eELS_UnitReflectedAttack]=<XGParam:StrValue0/> reflected attack! m_aExpandedLocalizedStrings[eELS_WeaponOverheated]=<XGWeapon:Name/> OVERHEAT! m_aExpandedLocalizedStrings[eELS_WeaponCooledDown]=<XGWeapon:Name/> cooled down! m_aExpandedLocalizedStrings[eELS_AbilityErrFailed]=<XGAbility:FailIcon/> <XGAbility:Name/> FAILED! m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=NOT USED ANYMORE: <XGParam:StrValue0/> entered close combat! m_aExpandedLocalizedStrings[eELS_UnitReactionShot]=<XGParam:StrValue0/> takes a reaction shot! m_aExpandedLocalizedStrings[eELS_UnitCriticallyWounded]=<XGParam:StrValue0/> is critically wounded! Use a Medikit to stabilize! m_aExpandedLocalizedStrings[eELS_SoldierDied]=<XGParam:StrValue0/> was killed! m_aExpandedLocalizedStrings[eELS_TankDied]=<XGParam:StrValue0/> was destroyed! m_aExpandedLocalizedStrings[eELS_UnitIsStunned]=<XGParam:StrValue0/> is stunned! m_aExpandedLocalizedStrings[eELS_UnitRecovered]=<XGParam:StrValue0/> recovered from critical wound! m_aExpandedLocalizedStrings[eELS_UnitStabilized]=<XGParam:StrValue0/> has been stabilized! m_aExpandedLocalizedStrings[eELS_UnitBleedOut]=Turns remaining until <XGParam:StrValue0/> bleeds out: <XGParam:IntValue0/> m_aExpandedLocalizedStrings[eELS_UnitBledOut]=<XGParam:StrValue0/> bled out! m_aExpandedLocalizedStrings[eELS_UnitReturnDeath]=<XGParam:StrValue0/> has been revived! m_aSoldierClassNames[eSC_None]=Rookie m_aSoldierClassNames[eSC_Sniper]=Sniper m_aSoldierClassNames[eSC_HeavyWeapons]=Heavy m_aSoldierClassNames[eSC_Support]=Support m_aSoldierClassNames[eSC_Assault]=Assault m_aSoldierClassNames[eSC_Psi]=Psionic m_aSoldierMPTemplate[eMPT_None]=None m_aSoldierMPTemplate[eMPT_AssaultCaptainOffense]=Gunner m_aSoldierMPTemplate[eMPT_SniperCaptainAim]=Dead Eye m_aSoldierMPTemplate[eMPT_SniperCaptainMobile]=Hunter m_aSoldierMPTemplate[eMPT_HeavyCaptainBullets]=Machine Gunner m_aSoldierMPTemplate[eMPT_HeavyCaptainExplosive]=Demolitionist m_aSoldierMPTemplate[eMPT_SupportCaptainSuppression]=Tac Officer m_aSoldierMPTemplate[eMPT_SupportCaptainHealing]=Medic m_aSoldierMPTemplate[eMPT_SupportSquaddie]=Smokejumper m_aSoldierMPTemplate[eMPT_AssaultSquaddie]=Recon m_aSoldierMPTemplate[eMPT_HeavySquaddie]=Rocketman m_aSoldierMPTemplate[eMPT_SniperSquaddie]=Marksman m_aSoldierMPTemplate[eMPT_SupportColonel]=Imperator m_aSoldierMPTemplate[eMPT_AssaultColonel]=Commando m_aSoldierMPTemplate[eMPT_HeavyColonel]=Juggernaut m_aSoldierMPTemplate[eMPT_SniperColonel]=Agent m_aSoldierMPTemplate[eMPT_PsiSniperMajor]=Psi Assassin m_aSoldierMPTemplate[eMPT_PsiSupportMajor]=Psi Guardian m_aSoldierMPTemplate[eMPT_PsiAssaultMajor]=Psi Warrior m_aSoldierMPTemplateTacticalText[eMPT_None]=None m_aSoldierMPTemplateTacticalText[eMPT_AssaultCaptainOffense]=<Bullet/> The Gunner is an offense-oriented Assault soldier\n<Bullet/> His training set maximizes mobility and damage m_aSoldierMPTemplateTacticalText[eMPT_SniperCaptainAim]=<Bullet/> This Sniper build emphasizes squad positioning and accuracy\n<Bullet/> Best on maps with a lot of elevated positions and places to hide m_aSoldierMPTemplateTacticalText[eMPT_SniperCaptainMobile]=<Bullet/> The Hunter template opts for mobility and flexibility over pure offense\n<Bullet/> The Executioner ability, however, makes this soldier great at finishing off wounded enemies m_aSoldierMPTemplateTacticalText[eMPT_HeavyCaptainBullets]=<Bullet/> The Machine Gunner retains the use of the rocket launcher, but training is focused on LMG abilities\n<Bullet/> Use this build for focused damage and area denial m_aSoldierMPTemplateTacticalText[eMPT_HeavyCaptainExplosive]=<Bullet/> Use this build if you like to blow things up a lot\n<Bullet/> Note that the Grenadier training on this template is useless if the soldier has no grenade in the Item slot, so make sure to save enough points for one m_aSoldierMPTemplateTacticalText[eMPT_SupportCaptainSuppression]=<Bullet/> This version of the Support soldier focuses on offensive buffs and area protection with the Smoke Grenade ability\n<Bullet/> Healing capacity is minimal, but a medikit is still not out of place on this soldier m_aSoldierMPTemplateTacticalText[eMPT_SupportCaptainHealing]=<Bullet/> The Medic build takes all the training that improves Medikit use\n<Bullet/> If this soldier does not equip a Medikit in the Item slot, two of the abilities will be wasted m_aSoldierMPTemplateTacticalText[eMPT_SupportSquaddie]=<Bullet/> A basic Support soldier with the Smoke Grenade ability\n<Bullet/> Smoke Grenade can turn the tide of a battle if timed correctly m_aSoldierMPTemplateTacticalText[eMPT_AssaultSquaddie]=<Bullet/> This Assault soldier has only the Run & Gun ability, improving mobility and quick strike capability, but lacks other offensive training m_aSoldierMPTemplateTacticalText[eMPT_HeavySquaddie]=<Bullet/> The Rocketman is the Heavy soldier with only the Fire Rocket ability\n<Bullet/> The LMG is still useful once the rocket is fired m_aSoldierMPTemplateTacticalText[eMPT_SniperSquaddie]=<Bullet/> Headshot is the only ability in this build\n<Bullet/> This option can be an economical way to threaten individual high value enemy targets m_aSoldierMPTemplateTacticalText[eMPT_SupportColonel]=<Bullet/> A Colonel-rank Support with an emphasis on area control (not healing), the Imperator is a versatile fighter and force multiplier m_aSoldierMPTemplateTacticalText[eMPT_AssaultColonel]=<Bullet/> The Commando is a balanced, high-rank Assault build\n<Bullet/> Resilience provides immunity to critical hits, which can dramatically undermine certain enemy squad compositions<Bullet/> This soldier has Extra Conditioning, which awards bonus health based on armor; it may be useful to save points for good armor m_aSoldierMPTemplateTacticalText[eMPT_HeavyColonel]=<Bullet/> The Grenadier ability is wasted if no grenade is equipped\n<Bullet/> This soldier's training has several repeated-fire abilities; be sure to manage ammo carefully m_aSoldierMPTemplateTacticalText[eMPT_SniperColonel]=<Bullet/> The Agent is a balanced Sniper build at max rank\n<Bullet/> The blend of abilities allows a large variety of ways to deal damage to various target types m_aSoldierMPTemplateTacticalText[eMPT_PsiSniperMajor]=<Bullet/> A high level Sniper build with offensive psi abilities, the Psi Assassin is lethal in almost any one-on-one matchup m_aSoldierMPTemplateTacticalText[eMPT_PsiSupportMajor]=<Bullet/> The Psi Guardian combines conventional healing with defensive psi abilities\n<Bullet/> A team with a well-used Psi Guardian will be very hard to kill m_aSoldierMPTemplateTacticalText[eMPT_PsiAssaultMajor]=<Bullet/> The Psi Warrior's extreme mobility and tactical flexibility let the soldier set up Mind Control with ease\n<Bullet/> The emphasis on defensive Assault abilities helps preserve this valuable soldier<Bullet/> This Heavy build has Extra Conditioning, which awards bonus health based on armor; it may be useful to save points for good armor EmptyLoadout=Empty Loadout [XGCharacter_Tank] m_sFirstName=S.H.I.V. m_sLastName=Minigun m_sClassName=Weapons Platforms [XGLoadoutMgr] LoadoutNames[0]=Empty LoadoutNames[1]=Random Weapon LoadoutNames[2]= LoadoutNames[3]=Pistolier LoadoutNames[4]=Rifleman LoadoutNames[5]=LaserRifleman LoadoutNames[6]=Shotgunner LoadoutNames[7]=Burner LoadoutNames[8]=ArcThrower LoadoutNames[9]=Sniper LoadoutNames[10]=Laser Sniper LoadoutNames[11]=Rocketman LoadoutNames[12]=Rocketman w.LaserPistol LoadoutNames[13]=Spotter LoadoutNames[14]=Laser Spotter LoadoutNames[15]=Medic LoadoutNames[16]=Minigunner LoadoutNames[17]=Heavy Laser LoadoutNames[18]=Minigun S.H.I.V. LoadoutNames[19]=Sentry S.H.I.V. LoadoutNames[20]=Laser S.H.I.V. LoadoutNames[21]=Plasma S.H.I.V. LoadoutNames[22]= LoadoutNames[23]= LoadoutNames[24]= LoadoutNames[25]=Sectoid LoadoutNames[26]=Sectoid Commander LoadoutNames[27]=Floater LoadoutNames[28]=Heavy Floater LoadoutNames[29]=Chryssalid LoadoutNames[30]=Chryssalid Juvenile LoadoutNames[31]=Sectopod LoadoutNames[32]= LoadoutNames[33]=Muton LoadoutNames[34]=Muton Berserker LoadoutNames[35]=Muton Commander LoadoutNames[36]=Muton Elite LoadoutNames[37]=Cyberdisc LoadoutNames[38]=Thin Man LoadoutNames[39]=Ethereal LoadoutNames[40]=Sectopod Drone LoadoutNames[41]=Zombie LoadoutNames[42]=Outsider LoadoutNames[43]=Muton LoadoutNames[44]=Uber Ethereal LoadoutNames[45]= LoadoutNames[46]= LoadoutNames[47]= LoadoutNames[48]= [XComMPData] m_arrGameTypeNames[0]=Deathmatch m_arrGameTypeNames[1]=Assault m_arrNetworkTypeNames[0]=Public m_arrNetworkTypeNames[1]=Private m_arrNetworkTypeNames[2]=LAN m_arrNetworkTypeNames[3]=Offline Squad Editing m_arrNetworkTypeNamesXbox[0]=Public m_arrNetworkTypeNamesXbox[1]=Private m_arrNetworkTypeNamesXbox[2]=System Link m_arrNetworkTypeNamesXbox[3]=Offline Squad Editing m_arrLocalizedMapDisplayNames[0]=Bar m_arrLocalizedMapDisplayNames[1]=Grand Cemetery m_arrLocalizedMapDisplayNames[2]=Police Station m_arrLocalizedMapDisplayNames[3]=Trainyard m_arrLocalizedMapDisplayNames[4]=Boulevard m_arrLocalizedMapDisplayNames[5]=CB2_MP_Blank aka MP Mexican Standoff m_arrLocalizedMapDisplayNames[6]=Something m_arrLocalizedMapDisplayNames[7]=And Something Else [XGAbilityTree] AbilityNames[eAbility_RocketLauncher]=Fire Rocket HelpMessages[eAbility_RocketLauncher]=Does <XGAbility:PossibleDamage/> damage. AbilityNames[eAbility_RunAndGun]=Run & Gun HelpMessages[eAbility_RunAndGun]=Enables you to fire (but not use items) after Dashing. TargetMessages[eAbility_RunAndGun]=Run & Gun PerformerMessages[eAbility_RunAndGun]=Activated: Run & Gun AbilityNames[eAbility_RapidFire]=Rapid Fire HelpMessages[eAbility_RapidFire]=Take two shots in quick succession against a single target. TargetMessages[eAbility_RapidFire]=Rapid Fire AbilityNames[eAbility_PrecisionShot]=Headshot HelpMessages[eAbility_PrecisionShot]=Does up to <XGAbility:PossibleDamage/> damage. Increased chance of a critical hit. TargetMessages[eAbility_PrecisionShot]=Headshot AbilityNames[eAbility_DisablingShot]=Disabling Shot HelpMessages[eAbility_DisablingShot]=Does up to <XGAbility:PossibleDamage/> damage. Causes target's main weapon to malfunction. HelpMessages[eAbility_DisablingShotALT]=Does up to <XGAbility:PossibleDamage/> damage. Causes target's main weapon to malfunction. TargetMessages[eAbility_DisablingShot]=Disabling Shot AbilityNames[eAbility_ShredderRocket]=Shredder Rocket HelpMessages[eAbility_ShredderRocket]=Does <XGAbility:PossibleDamage/> damage and causes targets to take increased damage from all sources. TargetMessages[eAbility_ShredderRocket]=Shredder Rocket AbilityNames[eAbility_ShotStandard]=Fire HelpMessages[eAbility_ShotStandard]=Does up to <XGAbility:PossibleDamage/> damage. TargetMessages[eAbility_ShotStandard]=Fire AbilityNames[eAbility_ShotStun]=Stun HelpMessages[eAbility_ShotStun]=Can incapacitate enemy targets. Higher chance if the target's health is at <XGAbility:StunHP/> HP or below. TargetMessages[eAbility_ShotStun]=Stun AbilityNames[eAbility_ShotDroneHack]=Drone Hack HelpMessages[eAbility_ShotDroneHack]=Bring an enemy drone under your control. TargetMessages[eAbility_ShotDroneHack]=Hacked! AbilityNames[eAbility_ShotOverload]=Overload HelpMessages[eAbility_ShotOverload]=Self-destruct, causing <XGAbility:PossibleDamage/> damage to nearby units. AbilityNames[eAbility_ShotFlush]=Flush HelpMessages[eAbility_ShotFlush]=Force the target to move to a new position. AbilityNames[eAbility_ShotSuppress]=Suppression HelpMessages[eAbility_ShotSuppress]=Reduce the target's Aim and take a free shot if the target moves. TargetMessages[eAbility_ShotSuppress]=Suppressed AbilityNames[eAbility_ShotMayhem]=Suppression HelpMessages[eAbility_ShotMayhem]=Reduce the target's Aim and take a free shot if the target moves. TargetMessages[eAbility_ShotMayhem]=Suppressed AbilityNames[eAbility_DestroyTerrain]=Destroy Terrain HelpMessages[eAbility_DestroyTerrain]=Destroy Terrain or other environmental annoyances at will. AbilityNames[eAbility_Overwatch]=Overwatch HelpMessages[eAbility_Overwatch]=Fire on the first enemy that moves within your line of sight at a small Aim penalty. TargetMessages[eAbility_Overwatch]=Overwatch AbilityNames[eAbility_FragGrenade]=Frag Grenade HelpMessages[eAbility_FragGrenade]=Does <XGAbility:PossibleDamage/> damage. AbilityNames[eAbility_AlienGrenade]=Alien Grenade HelpMessages[eAbility_AlienGrenade]=Does <XGAbility:PossibleDamage/> damage. AbilityNames[eAbility_SmokeGrenade]=Smoke Grenade HelpMessages[eAbility_SmokeGrenade]=Units in smoke are harder to hit. AbilityNames[eAbility_BattleScanner]=Battle Scanner HelpMessages[eAbility_BattleScanner]=Throw a small scanning device that extends your squad's vision. AbilityNames[eAbility_PsiLance]=Psi Lance HelpMessages[eAbility_PsiLance]=Does bonus damage if target fails a Will test, and reduced damage if target passes. AbilityNames[eAbility_Launch]=Launch HelpMessages[eAbility_Launch]=Move anywhere on the battlefield by launching into the sky. Cannot be performed indoors. PerformerMessages[eAbility_Launch]=Launched! AbilityNames[eAbility_PsiControl]=Mind Control HelpMessages[eAbility_PsiControl]=Seize control of this enemy for <XGAbility:Duration/> turns. TargetMessages[eAbility_PsiControl]=Mind Controlled! AbilityNames[eAbility_Intimidate]=Intimidate HelpMessages[eAbility_Intimidate]= PerformerMessages[eAbility_Intimidate]=Intimidate AbilityNames[eAbility_Plague]=Poison Spit HelpMessages[eAbility_Plague]=Spit a poisonous cloud at a target. All units in the cloud will be poisoned. AbilityNames[eAbility_Mindfray]=Mindfray HelpMessages[eAbility_Mindfray]=Launch a damaging mental attack against the target, reducing their will, aim and mobility. AbilityNames[eAbility_Rift]=Rift HelpMessages[eAbility_Rift]=Create a devastating psionic storm. AbilityNames[eAbility_TelekineticField]=Telekinetic Field HelpMessages[eAbility_TelekineticField]=Project a protective field for allies. AbilityNames[eAbility_PsiInspiration]=Psi Inspiration HelpMessages[eAbility_PsiInspiration]=Remove Mindfray and panic from all nearby allies, and boost their Will. AbilityNames[eAbility_PsiPanic]=Psi Panic HelpMessages[eAbility_PsiPanic]=Force a target to panic unless they pass a Will test. AbilityNames[eAbility_MindControl]=Mind Control HelpMessages[eAbility_MindControl]=Seize control of this enemy for <XGAbility:Duration/> turns TargetMessages[eAbility_MindControl]=Mind Controlled! AbilityNames[eAbility_FocusedSuppression]=Suppression HelpMessages[eAbility_FocusedSuppression]=Reduce the target's Aim by <XGAbility:CalcSuppression/> and take a free shot if the target moves. TargetMessages[eAbility_FocusedSuppression]=Suppressed AbilityNames[eAbility_TakeCover]=Hunker Down HelpMessages[eAbility_TakeCover]=Doubles cover bonus and provides immunity to critical hits, but reduces sight radius. TargetMessages[eAbility_TakeCover]=Hunker Down AbilityNames[eAbility_CivilianCover]=Head Down HelpMessages[eAbility_CivilianCover]=Increase this civilian's defense. TargetMessages[eAbility_CivilianCover]=Head Down AbilityNames[eAbility_Aim]=Aim HelpMessages[eAbility_Aim]=Increase Aim by <XGameCore:AimBonus/> for 2 turns. TargetMessages[eAbility_Aim]=Aim AbilityNames[eAbility_Reload]=Reload HelpMessages[eAbility_Reload]=Reload your <XGAbility:WeaponName/>. AbilityNames[eAbility_Stabilize]=Stabilize HelpMessages[eAbility_Stabilize]=Prevent a critically wounded soldier from bleeding out. AbilityNames[eAbility_Revive]=Revive HelpMessages[eAbility_Revive]=Revive a critically wounded soldier with some health. AbilityNames[eAbility_Ghost]=Ghost HelpMessages[eAbility_Ghost]=Become invisible. Lasts 1 turn or until an attack is made. TargetMessages[eAbility_Ghost]=Ghost Mode! AbilityNames[eAbility_MedikitHeal]=Heal Wound HelpMessages[eAbility_MedikitHeal]=Use the Medikit to heal <XGAbility:MediKitHealBonus/> HP. AbilityNames[eAbility_RepairSHIV]=Repair S.H.I.V. HelpMessages[eAbility_RepairSHIV]=Use the Arc Thrower to repair <XGameCore:RepairShivHP/> HP. AbilityNames[eAbility_Repair]=Repair HelpMessages[eAbility_Repair]=Repairs robotic units. AbilityNames[eAbility_CombatStim]=Combat Stim HelpMessages[eAbility_CombatStim]=Temporarily increase Will and reduce damage taken. AbilityNames[eAbility_MindMerge]=Mind Merge HelpMessages[eAbility_MindMerge]=Boost an ally's health and critical chance. AbilityNames[eAbility_ReanimateAlly]=Reanimate Ally AbilityNames[eAbility_ReanimateEnemy]=Reanimate Enemy AbilityNames[eAbility_PsiDrain]=Psi Drain HelpMessages[eAbility_PsiDrain]=Drain health from an ally. AbilityNames[eAbility_GreaterMindMerge]=Greater Mind Merge HelpMessages[eAbility_GreaterMindMerge]=Boost the mental and physical stats of any nearby Sectoids. AbilityNames[eAbility_Grapple]=Grapple HelpMessages[eAbility_Grapple]=Using the Grapple counts as one move. AbilityNames[eAbility_Move]=Move AbilityNames[eAbility_Fly]=Toggle Flight HelpMessages[eAbility_Fly]=Enter or exit flight mode. AbilityNames[eAbility_FlyUp]=Ascend TargetMessages[eAbility_FlyUp]=Ascend! AbilityNames[eAbility_FlyDown]=Descend TargetMessages[eAbility_FlyDown]=Descend! AbilityNames[eAbility_BullRush]=Bull Rush HelpMessages[eAbility_BullRush]=Charge an enemy, breaking cover to make a melee attack. AbilityNames[eAbility_CloseCyberdisc]=Close HelpMessages[eAbility_CloseCyberdisc]=Switch to closed mode for increased defense. Allows Death Blossom attack. AbilityNames[eAbility_ClusterBomb]=Cluster Bomb HelpMessages[eAbility_ClusterBomb]=Launch a barrage of explosives at a large area. 1 turn delay. AbilityNames[eAbility_CannonFire]=Cannon Fire HelpMessages[eAbility_CannonFire]=Beam attack that causes high damage and suppresses enemies. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies) AbilityNames[eAbility_DeathBlossom]=Death Blossom HelpMessages[eAbility_DeathBlossom]=Can hit multiple targets simultaneously. AbilityNames[eAbility_BloodCall]=Blood Call HelpMessages[eAbility_BloodCall]=Nearby Mutons receive several bonuses. TargetMessages[eAbility_BloodCall]=Blood Call AbilityDryReload=This weapon is out of ammo! Reload! AbilityEffectRevealed=Revealed! AbilitySentinelFlyover=OVERWATCH - SENTINEL AbilityAvailableMessages[eAAvailable_OK]= AbilityAvailableMessages[eAAvailable_ErrTargetNeutralized]=The target is neutralized. AbilityAvailableMessages[eAAvailable_ErrRunAndGunLacksAmmo]=Not enough ammo to fire a shot after moving. AbilityAvailableMessages[eAAvailable_RunAndGunHelpMsgOneMove]=Enables you to fire after your second move. AbilityAvailableMessages[eAAvailable_ErrNoMoveFire]=You cannot move and fire this weapon in the same turn! AbilityAvailableMessages[eAAvailable_ErrOutofCover]=This ability cannot be performed out of cover! AbilityAvailableMessages[eAAvailable_ErrCloseState]=This ability can only be performed from the closed state! AbilityAvailableMessages[eAAvailable_ErrTargetEffectExist]=The target is already under the effects of this ability! AbilityAvailableMessages[eAAvailable_ErrLackAmmo]=Not enough ammo. AbilityAvailableMessages[eAAvailable_ErrLInTheZoneOnlyPrimary]=In the Zone perk can only be used once with pistols! AbilityAvailableMessages[eAAvailable_ErrAlreadyFired]=You cannot perform this action after firing. AbilityAvailableMessages[eAAvailable_ErrNoTargets]=No targets within range. AbilityAvailableMessages[eAAvailable_ErrHeavyFiredStandardShotAlready]=This Heavy unit cannot perform this action after moving or firing AbilityAvailableMessages[eAAvailable_ErrNoTargetsToHeal]=No targets to heal. AbilityAvailableMessages[eAAvailable_ErrNoTargetsToHealInRange]=No targets in Medikit range. AbilityAvailableMessages[eAAvailable_ErrNoSHIVStoRepair]=No targets need to be repaired. AbilityAvailableMessages[eAAvailable_ErrNoSHIVStoRepairInRange]=No targets in Arc Thrower range. AbilityAvailableMessages[eAAvailable_ErrLackCharges]=Unavailable: maximum uses per mission reached. AbilityAvailableMessages[eAAvailable_ErrLackMedikitCharges]=No more Medikit applications. AbilityAvailableMessages[eAAvailable_ErrAlreadyStabilized]=The target is already stabilized. AbilityAvailableMessages[eAAvailable_ErrCannotHealCriticalAlly]=The target is in critical condition and must be stabilized. AbilityAvailableMessages[eAAvailable_ErrUnitDoesNotNeedHealing]=The target does not need medical assistance. AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=This ability requires training this soldier does not possess. AbilityAvailableMessages[eAAvailable_ErrOnCooldown]=This ability is on cooldown. AbilityAvailableMessages[eAAvailable_ErrNoTargetsVisible]=No targets available. AbilityAvailableMessages[eAAvailable_ReadyForAnythingOverwatch]=Ready for Anything! Overwatch after firing. AbilityAvailableMessages[eAAvailable_ErrTargetIsPanicked]=The target is already panicked! AbilityAvailableMessages[eAAvailable_ErrTargetIsAlreadyPsiLinked]=The target is already Psi-Linked! AbilityAvailableMessages[eAAvailable_ErrAlreadyMindControlling]=This unit is already mind controlling a target. AbilityAvailableMessages[eAAvailable_ErrCannotMindControl]=The target is immune to mind control! AbilityAvailableMessages[eAAvailable_ErrCannotPanic]=The target cannot be panicked! AbilityAvailableMessages[eAAvailable_ErrCannotStunRobots]=The Arc Thrower cannot stun robotic enemies. AbilityAvailableMessages[eAAvailable_ErrHackingForDronesOnly]=The Arc Thrower can only hack enemy Drones. AbilityAvailableMessages[eAAvailable_ErrFlyCantLandObstacle]=Cannot land here, there is an obstacle in the way AbilityAvailableMessages[eAAvailable_ErrNoFuel]=Fuel exhausted. AbilityAvailableMessages[eAAvailable_ErrLaunchInAir]=You cannot perform this action from mid-air. AbilityAvailableMessages[eAAvailable_ErrLaunchIndoor]=You cannot perform this action from indoors. AbilityAvailableMessages[eAAvailable_ErrUnitAlreadyMindMerged]=The unit is already Mind Merged! AbilityAvailableMessages[eAAvailable_ErrTargetAlreadyMindMerged]=The target is already Mind Merged! AbilityAvailableMessages[eAAvailable_ErrCasterFullHealth]=This unit is at full health, and cannot drain. [XGAbility_GameCore] [XGAbility_Targeted] m_strFlankText=Flanking Bonus! <XGParam:IntValue0/> Defense m_strUnknownWeapon=Unknown Weapon m_strPenaltySnapShot=Snap Shot m_strPenaltyFlashBang=Flash Bang m_strBonusTracerBeams=Holo-Targeting m_strBonusFlashBang=Flash Bang m_strBonusAim=Aim m_strBonusFlanking=Flanking m_strPenaltyDefense=Enemy Defense m_strPenaltyEvasion=Flying Target m_strPenaltyLowCover=Low Cover m_strPenaltyHighCover=High Cover m_strPosion=Poison m_strHunker=Hunkered m_strItemBonus=<XGParam:StrValue0/> m_strItemPenalty=<XGParam:StrValue0/> m_strHeightBonus=Height m_strCheating=Cheating m_strBonusCritWeapon=Weapon m_strBonusCritPistol=Pistol I m_strBonusCritEnemyNotInCover=Enemy Exposed m_strBonusCritDistance=Close and Personal m_strBonusCritPrecision=Headshot m_strBonusCritAggression=Aggression m_strBonusCritCombatDrugs=Combat Drugs m_strPenaltyCritEnemyHardened=Hardened m_strChanceToStun=Chance To Stun m_strDroneHack=Drone Hack [XGAIPlayer_Animal] m_strCivilianSaved=Civilian Saved m_strSurvivorRescued=Survivor Rescued [XGAlienLoot] m_strAlienDeviceDefused=Alien Device has been defused! m_strSFXBoom=... (BOOM) ... m_strSelfBlowSingular=Turns until alien device self-destructs: <XGParam:IntValue0/> m_strSelfBlowPlural=Turns until alien device self-destructs: <XGParam:IntValue0/> m_strFoundAlienDevice=<XGParam:StrValue0/> found an Alien Device! [XGInventorySlot] m_arrLocationNames[eSlot_RightBack]=Right Back m_arrLocationNames[eSlot_LeftBack]=Left Back m_arrLocationNames[eSlot_RightHand]=Right Hand m_arrLocationNames[eSlot_LeftHand]=Left Hand m_arrLocationNames[eSlot_Grapple]=Grapple m_arrLocationNames[eSlot_RightThigh]=Right Thigh m_arrLocationNames[eSlot_LeftThigh]=Left Thigh m_arrLocationNames[eSlot_LeftBelt]=Left Belt m_arrLocationNames[eSlot_LeftBoot]=Left Boot m_arrLocationNames[eSlot_RightBoot]=Right Boot m_arrLocationNames[eSlot_RightChest]=Right Chest m_arrLocationNames[eSlot_LeftChest]=Left Chest m_arrLocationNames[eSlot_RightForearm]=Right Forearm m_arrLocationNames[eSlot_RightSling]=Right Sling m_arrLocationNames[eSlot_RearBackPack]=Rear BackPack m_arrLocationNames[eSlot_PsiSource]=Psi Source m_arrLocationNames[eSlot_Head]=Head m_arrLocationNames[eSlot_CenterChest]=Center Chest m_arrLocationNames[eSlot_ChestCannon]=Chest Cannon m_arrLocationNames[eSlot_None]=None [XGSummaryUI] m_strMissionComplete=Mission Completed! m_strMissionFailed=Mission Failed! m_strMissionAbandoned=Mission Abandoned! m_strLabelAliensKilled=Aliens Killed m_strLabelOperativesLost=XCOM Operatives Lost m_strLabelCiviliansSaved=Civilians Saved m_strRatingExcellent=Excellent! m_strRatingGood=Good m_strRatingPoor=Poor m_strRatingTerrible=Terrible! m_strRatingUnrated=--- m_strKIA=K.I.A. m_strWounded=Wounded m_strReady=Ready m_strDestroyed=Destroyed m_strDamaged=Damaged m_strPromotedTo=Promoted to <XGParam:StrValue0/>! m_strPromotedToDead=Promoted to <XGParam:StrValue0/> (Posthumous)! [XGTacticalScreenMgr] m_arrCategoryNames[eCat_City]=City m_arrCategoryNames[eCat_TechName]=Subject m_arrCategoryNames[eCat_ItemName]=Item m_arrCategoryNames[eCat_Progress]=Prog m_arrCategoryNames[eCat_Quantity]=In Stock m_arrCategoryNames[eCat_Due]=ETA m_arrCategoryNames[eCat_Cash]=Cash m_arrCategoryNames[eCat_Alloys]=Alloys m_arrCategoryNames[eCat_Elerium]=Elerium m_arrCategoryNames[eCat_Time]=Time m_arrCategoryNames[eCat_Engineers]=Engineers m_arrCategoryNames[eCat_Scientists]=Scientists m_arrCategoryNames[eCat_Power]=Power m_arrCategoryNames[eCat_Flag]=Flag m_arrCategoryNames[eCat_Name]=Name m_arrCategoryNames[eCat_Nickname]=Nickname m_arrCategoryNames[eCat_Country]=Country m_arrCategoryNames[eCat_Loadout]=Loadout m_arrCategoryNames[eCat_Status]=Status m_arrCategoryNames[eCat_Promotion]= m_arrCategoryNames[eCat_Rank]=Rank Required m_arrCategoryNames[eCat_Ability]=Ability m_arrCategoryNames[eCat_NewPerks]=New Perks m_arrCategoryNames[eCat_OnStaff]=On Staff m_arrCategoryNames[eCat_Fear]=Fear m_arrCategoryNames[eCat_Funding]=Current Funding m_arrCategoryNames[eCat_Reward]=Reward m_arrCategoryNames[eCat_MissionFactor]=Factor m_arrCategoryNames[eCat_MissionResult]=Result m_arrCategoryNames[eCat_MissionRating]=Rating m_arrCategoryNames[eCat_Artifact]=Artifact m_arrCategoryNames[eCat_Recovered]=Recovered m_arrCategoryNames[eCat_Blank]= [XGUnit] m_strUnitStunned= m_strNewAbilityAlienDevice= m_strHoverNoLand= m_strHoverLanded= m_strHoverEnableAI= m_strHoverNoLandAI= m_strHoverLandedAI= m_strReloading= m_strRift= m_sExplosiveDamageDisplay= m_sCriticalHitDamageDisplay=CRITICAL! [XGAIPlayer] m_strAIHangAborted=AI Hang <XGParam:StrValue0/>! Aborted. [XComTacticalController] m_strPsiInspired= m_strBeenPsiInspired= [XComOnlineEventMgr] m_strIronmanLabel=IRONMAN m_strAutosaveLabel=AUTOSAVE m_strQuicksaveLabel=QUICKSAVE m_strGameLabel=Game m_strSaving=SAVING... m_sLoadingProfile=LOADING USER SETTINGS m_sLossOfDataTitle=LOSS OF DATA WARNING m_sLossOfDataWarning=Warning: Unable to save. Any progress will be lost. m_sNoStorageDeviceSelectedWarning=Warning: Unable to save. No storage device selected. Would you like to select a storage device? m_sLoginWarning=Warning: Unable to save without a gamer profile signed in. Any progress will be lost. m_sLoginWarningPC=Warning: Unable to save while not signed in to Steam. Any progress will be lost. m_sLossOfSaveDeviceWarning=The storage device for saving progress has been removed. m_sInactiveProfileMessage=Please sign out of gamer profiles on all inactive controllers. m_sLoginRequiredMessage=You must be signed in to a gamer profile to play. m_sCorrupt=(Corrupt) m_sSaveDataOwnerErrPS3=Save data from another user has been loaded. Trophies will be disabled. m_sSaveDataHeroErrPS3=This save data was created while using an XCOM hero. Trophies will be disabled. m_aRichPresenceStrings[OnlineStatus_MainMenu]= m_aRichPresenceStrings[OnlineStatus_InGameSP]=Battling the Alien Invasion m_aRichPresenceStrings[OnlineStatus_InRankedMP]=Playing a Ranked Match m_aRichPresenceStrings[OnlineStatus_InUnrankedMP]=Playing an Unranked Match SaveGameTitle=XCOM: Enemy Unknown GameID=Playthrough SaveID=Save Version=Version Autosave=Autosave Ironman=Ironman DownloadableContent=DLC Language=Language m_sSystemMessageTitles[0]=SYSTEM MESSAGE m_sSystemMessageStrings[0]= m_sSystemMessageTitles[1]=DISCONNECTED m_sSystemMessageStrings[1]=Connection to game match has been lost. m_sSystemMessageTitles[2]=GAME FULL m_sSystemMessageStrings[2]=The match you are attempting to join is already full. m_sSystemMessageTitles[3]=UNABLE TO JOIN GAME m_sSystemMessageStrings[3]=Connection to game match is unavailable. The host may have canceled the match. m_sSystemMessageTitles[4]=VERSION MISMATCH m_sSystemMessageStrings[4]=Connection to game match is unavailable because the game versions are different. Please make sure the game is fully updated. m_sSystemMessageTitles[5]= m_sSystemMessageStrings[5]=You have been returned to the title screen because the active gamer profile changed. m_sSystemMessageStringsPS3[5]=You have been returned to the menus because you've been signed out of PlayStationĀ®Network. m_sSystemMessageTitles[6]= m_sSystemMessageStrings[6]=You have been returned to the menus because the storage device containing downloadable content has been removed. m_sSystemMessageTitles[7]=PERMISSIONS FAILURE m_sSystemMessageStrings[7]=Failed to connect to game. Settings for this profile prohibits playing online. m_sSystemMessageTitles[8]=INVITE FAILURE m_sSystemMessageStrings[8]=Unable to connect to invite host. m_sSystemMessageTitles[10]= m_sSystemMessageStrings[10]=You have been returned to the menus because a gamer profile was signed in on an inactive controller. m_sSystemMessageTitles[11]= m_sSystemMessageStrings[11]=Your connection to the internet has been lost. Multiplayer functionality will be limited to system link games. m_sSystemMessageStringsPS3[11]=The connection to PlayStationĀ®Network has been lost. Multiplayer functionality will be limited to LAN games. m_sSystemMessageStringsXBOX[11]=The connection to Xbox LIVE has been lost. Multiplayer functionality will be limited to system link games. m_sSystemMessageTitles[9]=Network Connection Unavailable m_sSystemMessageStrings[9]=Your network connection has been lost. Make sure that your Ethernet cable is properly connected or Wireless Router is operating correctly. Multiplayer functionality will be disabled until the issue is resolved. m_sSystemMessageTitles[14]= m_sSystemMessageStrings[14]=Your connection to the internet has been lost. m_sSystemMessageStringsPS3[14]=Your connection to PlayStationĀ®Network has been lost. m_sSystemMessageStringsXBOX[14]=The connection to Xbox LIVE has been lost. m_sSystemMessageTitles[12]=OPPONENT LEFT m_sSystemMessageStrings[12]=Connection to game match has been lost. m_sSystemMessageTitles[13]=GAME BOOT INVITE m_sSystemMessageStrings[13]=The game has failed to fulfill the invitation request to load the Multiplayer Lobby. This is most likely caused by a problem connecting to the internet. Please check your connection. When ready, the invite may be re-accepted through the Multiplayer Menu. m_sSystemMessageStringsXBOX[13]=The game has failed to fulfill the invitation request to load the Multiplayer Lobby. This is most likely caused by a problem connecting to Xbox LIVE. Please check your connection. When ready, the invite may be re-accepted through the Multiplayer Menu. m_sSystemMessageStringsPS3[13]=The game has failed to fulfill the invitation request to load the Multiplayer Lobby. This is most likely caused by a problem connecting to the PlayStationĀ®Network. Please check your connection. When ready, the invite may be re-accepted through the Multiplayer Menu. m_sSystemMessageTitles[15]=Online Chat Disabled m_sSystemMessageStrings[15]=Chat is disabled on your account due to chat restrictions. m_sSystemMessageStringsXBOX[15]=Voice chat has been turned off because one or more signed-in users does not have sufficient privileges. m_sSystemMessageStringsPS3[15]=Chat is disabled on your Sony Entertainment Network account due to chat restrictions. m_sAcceptingGameInvitation=Accepting Game Invite [XLocalizedData] m_aItemNames[eItem_Pistol]=Pistol m_aItemNames[eItem_AssaultRifle]=Assault Rifle m_aItemNames[eItem_Shotgun]=Shotgun m_aItemNames[eItem_LMG]=LMG m_aItemNames[eItem_SniperRifle]=Sniper Rifle m_aItemNames[eItem_RocketLauncher]=Rocket Launcher m_aItemNames[eItem_LaserPistol]=Laser Pistol m_aItemNames[eItem_LaserAssaultRifle]=Laser Rifle m_aItemNames[eItem_LaserAssaultGun]=Scatter Laser m_aItemNames[eItem_HeavyLaser]=Heavy Laser m_aItemNames[eItem_LaserSniperRifle]=Laser Sniper Rifle m_aItemNames[eItem_PlasmaPistol]=Plasma Pistol m_aItemNames[eItem_PlasmaLightRifle]=Light Plasma Rifle m_aItemNames[eItem_PlasmaAssaultRifle]=Plasma Rifle m_aItemNames[eItem_AlloyCannon]=Alloy Cannon m_aItemNames[eItem_HeavyPlasma]=Heavy Plasma m_aItemNames[eItem_PlasmaSniperRifle]=Plasma Sniper Rifle m_aItemNames[eItem_BlasterLauncher]=Blaster Launcher m_aItemNames[eItem_SectopodArm]=Sectopod Arm m_aItemNames[eItem_SectopodChestCannon]=Sectopod Chest Cannon m_aItemNames[eItem_SectopodCannon]=Sectopod Turret m_aItemNames[eItem_SectopodHeatRay]=Sectopod Heat Ray m_aItemNames[eItem_ChryssalidClaw]=Chryssalid Claw m_aItemNames[eItem_DroneBeam]=Drone Beam m_aItemNames[eItem_PsiAmp]=Psi Amp m_aItemNames[eItem_SectoidPlasmaPistol]=Sectoid Plasma Pistol m_aItemNames[eItem_Grapple]=Grapple m_aItemNames[eItem_CyberdiscWeapon]=Cyberdisc Cannon m_aItemNames[eItem_PlasmaLightRifle_ThinMan]=Thin Man Plasma Rifle m_aItemNames[eItem_PlasmaLightRifle_Floater]=Floater Plasma Rifle m_aItemNames[eItem_PlasmaLightRifle_Muton]=Muton Light Plasma Rifle m_aItemNames[eItem_PlasmaAssaultRifle_Muton]=Muton Plasma Rifle m_aItemNames[eItem_HeavyPlasma_Floater]=Floater Heavy Plasma Rifle m_aItemNames[eItem_HeavyPlasma_Muton]=Muton Heavy Plasma Rifle m_aItemNames[eItem_ZombieFist]=Zombie Fist m_aItemNames[eItem_ElderWeapon]=Psi Locus m_aItemNames[eItem_MutonBlade]=Muton Blade m_aItemNames[eItem_OutsiderWeapon]=Outsider Light Plasma Rifle m_aItemNames[eItem_SoldierNoWeapon]=No Weapon m_aItemNames[eItem_ArmorKevlar]=Body Armor m_aItemNames[eItem_ArmorCarapace]=Carapace Armor m_aItemNames[eItem_ArmorSkeleton]=Skeleton Suit m_aItemNames[eItem_ArmorGolem]=Golem Armor m_aItemNames[eItem_ArmorTitan]=Titan Armor m_aItemNames[eItem_ArmorArchangel]=Archangel Armor m_aItemNames[eItem_ArmorGhost]=Ghost Armor m_aItemNames[eItem_ArmorGoliath]=Goliath Armor m_aItemNames[eItem_ArmorPsi]=Psi Armor m_aItemNames[eItem_Medikit]=Medikit m_aItemNames[eItem_Plague]=Poison Spit m_aItemNames[eItem_CombatStims]=Combat Stims m_aItemNames[eItem_MindShield]=Mind Shield m_aItemNames[eItem_ChitinPlating]=Chitin Plating m_aItemNames[eItem_ReinforcedArmor]=Nano-fiber Vest m_aItemNames[eItem_TargetingModule]=S.C.O.P.E. m_aItemNames[eItem_Base_Shard]=Outsider Shard m_aItemNames[eItem_ArcThrower]=Arc Thrower m_aItemNames[eItem_FragGrenade]=Frag Grenade m_aItemNames[eItem_SmokeGrenade]=Smoke Grenade m_aItemNames[eItem_FlashBang]=Flash Grenade m_aItemNames[eItem_AlienGrenade]=Alien Grenade m_aItemNames[eItem_NeutronGrenade]=Neutron Grenade m_aItemNames[eItem_SectoidGrenade]=Sectoid Grenade m_aItemNames[eItem_FloaterGrenade]=Floater Grenade m_aItemNames[eItem_MutonGrenade]=Muton Grenade m_aItemNames[eItem_CyberdiscGrenade]=Cyberdisc Grenade m_aItemNames[eItem_SectopodClusterBomb]=Sectopod Cluster Bomb m_aItemNames[eItem_ThinManGrenade]=Thin Man Grenade m_aItemNames[eItem_PsiGrenade]=Psi Grenade m_aItemNames[eItem_BattleScanner]=Battle Scanner m_aItemNames[eItem_SHIV]=S.H.I.V. m_aItemNames[eItem_SHIV_Alloy]=Alloy S.H.I.V. m_aItemNames[eItem_SHIV_Hover]=Hover S.H.I.V. m_aItemNames[eItem_Interceptor]=Interceptor m_aItemNames[eItem_Firestorm]=Firestorm m_aItemNames[eItem_Skyranger]=Skyranger m_aItemNames[eItem_Satellite]=Satellite m_aItemNames[eItem_ShivMinigun]=Minigun m_aItemNames[eItem_ShivSentry]=Sentry m_aItemNames[eItem_ShivLaser]=Laser Cannon m_aItemNames[eItem_ShivPlasma]=Plasma Cannon m_aItemNames[eItem_SHIVDeck_I]=Tread Deck m_aItemNames[eItem_SHIVDeck_II]=Heavy Alloy Deck m_aItemNames[eItem_SHIVDeck_III]=Hover Deck m_aItemNames[eItem_IntWeap_I]=Phoenix Cannon m_aItemNames[eItem_IntWeap_II]=Avalanche Missiles m_aItemNames[eItem_IntWeap_III]=Laser Cannon m_aItemNames[eItem_IntWeap_IV]=Plasma Cannon m_aItemNames[eItem_IntWeap_V]=EMP Cannon m_aItemNames[eItem_IntWeap_VI]=Fusion Lance m_aItemNames[eItem_IntConsumable_Dodge]=Defense Matrix (Dodge) m_aItemNames[eItem_IntConsumable_Boost]=UFO Tracking (Boost) m_aItemNames[eItem_IntConsumable_Hit]=Uplink Targeting (Aim) m_aItemNames[eItem_Skeleton_Key]=Skeleton Key m_aItemNames[eItem_CivilianCorpse]=Civilian Corpse m_aItemNames[eItem_TankCorpse]=S.H.I.V. Wreck m_aItemNames[eItem_SoldierCorpse]=Soldier Corpse m_aItemNames[eItem_SectoidCorpse]=Sectoid Corpse m_aItemNames[eItem_SectoidCommanderCorpse]=Sectoid Commander Corpse m_aItemNames[eItem_FloaterCorpse]=Floater Corpse m_aItemNames[eItem_FloaterHeavyCorpse]=Heavy Floater Corpse m_aItemNames[eItem_ThinManCorpse]=Thin Man Corpse m_aItemNames[eItem_MutonCorpse]=Muton Corpse m_aItemNames[eItem_MutonEliteCorpse]=Muton Elite Corpse m_aItemNames[eItem_BerserkerCorpse]=Berserker Corpse m_aItemNames[eItem_CyberdiscCorpse]=Cyberdisc Wreck m_aItemNames[eItem_CryssalidCorpse]=Chryssalid Corpse m_aItemNames[eItem_EtherealCorpse]=Ethereal Corpse m_aItemNames[eItem_ZombieCorpse]=Zombie Corpse m_aItemNames[eItem_SectopodCorpse]=Sectopod Wreck m_aItemNames[eItem_DroneCorpse]=Drone Wreck m_aItemNames[eItem_SectoidCaptive]=Sectoid Captive m_aItemNames[eItem_SectoidCommanderCaptive]=Sectoid Commander Captive m_aItemNames[eItem_FloaterCaptive]=Floater Captive m_aItemNames[eItem_FloaterHeavyCaptive]=Heavy Floater Captive m_aItemNames[eItem_ThinManCaptive]=Thin Man Captive m_aItemNames[eItem_MutonCaptive]=Muton Captive m_aItemNames[eItem_MutonEliteCaptive]=Muton Elite Captive m_aItemNames[eItem_BerserkerCaptive]=Berserker Captive m_aItemNames[eItem_EtherealCaptive]=Ethereal Captive m_aItemNames[eItem_CryssalidCaptive]=Chryssalid Captive m_aItemNames[eItem_Elerium115]=Elerium m_aItemNames[eItem_AlienAlloys]=Alien Alloys m_aItemNames[eItem_WeaponFragment]=Weapon Fragment m_aItemNames[eItem_ArmorFragment]=Armor Fragment m_aItemNames[eItem_AlienEntertainment]=Alien Entertainment m_aItemNames[eItem_AlienFood]=Alien Food m_aItemNames[eItem_AlienStasisTank]=Alien Stasis Tank m_aItemNames[eItem_UFONavigation]=UFO Flight Computer m_aItemNames[eItem_AlienSurgery]=Alien Surgery m_aItemNames[eItem_UFOPowerSource]=UFO Power Source m_aItemNames[eItem_HyperwaveBeacon]=Hyperwave Beacon m_aItemNames[eItem_DamagedAlienEntertainment]=Alien Entertainment (Damaged) m_aItemNames[eItem_DamagedAlienFood]=Alien Food (Damaged) m_aItemNames[eItem_DamagedAlienStasisTank]=Alien Stasis Tank (Damaged) m_aItemNames[eItem_DamagedUFONavigation]=UFO Flight Computer (Damaged) m_aItemNames[eItem_DamagedAlienSurgery]=Alien Surgery (Damaged) m_aItemNames[eItem_DamagedUFOPowerSource]=UFO Power Source (Damaged) m_aItemNames[eItem_DamagedHyperwaveBeacon]=Hyperwave Beacon (Damaged) m_aItemNames[eItem_UFOFusionLauncher]=Fusion Core m_aItemNames[eItem_PsiLink]=Ethereal Device m_aItemNamesPlural[eItem_Pistol]=Pistols m_aItemNamesPlural[eItem_AssaultRifle]=Assault Rifles m_aItemNamesPlural[eItem_Shotgun]=Shotguns m_aItemNamesPlural[eItem_LMG]=LMGs m_aItemNamesPlural[eItem_SniperRifle]=Sniper Rifles m_aItemNamesPlural[eItem_RocketLauncher]=Rocket Launchers m_aItemNamesPlural[eItem_LaserPistol]=Laser Pistols m_aItemNamesPlural[eItem_LaserAssaultRifle]=Laser Rifles m_aItemNamesPlural[eItem_LaserAssaultGun]=Scatter Lasers m_aItemNamesPlural[eItem_HeavyLaser]=Heavy Lasers m_aItemNamesPlural[eItem_LaserSniperRifle]=Laser Sniper Rifles m_aItemNamesPlural[eItem_PlasmaPistol]=Plasma Pistols m_aItemNamesPlural[eItem_PlasmaLightRifle]=Light Plasma Rifles m_aItemNamesPlural[eItem_PlasmaAssaultRifle]=Plasma Rifles m_aItemNamesPlural[eItem_AlloyCannon]=Alloy Cannons m_aItemNamesPlural[eItem_HeavyPlasma]=Heavy Plasma m_aItemNamesPlural[eItem_PlasmaSniperRifle]=Plasma Sniper Rifles m_aItemNamesPlural[eItem_BlasterLauncher]=Blaster Launchers m_aItemNamesPlural[eItem_SectopodArm]=Sectopod Arms m_aItemNamesPlural[eItem_SectopodChestCannon]=Sectopod Chest Cannons m_aItemNamesPlural[eItem_SectopodCannon]=Sectopod Turrets m_aItemNamesPlural[eItem_SectopodHeatRay]=Sectopod Heat Rays m_aItemNamesPlural[eItem_ChryssalidClaw]=Chryssalid Claws m_aItemNamesPlural[eItem_DroneBeam]=Drone Beams m_aItemNamesPlural[eItem_PsiAmp]=Psi Amp m_aItemNamesPlural[eItem_SectoidPlasmaPistol]=Sectoid Plasma Pistols m_aItemNamesPlural[eItem_Grapple]=Grapples m_aItemNamesPlural[eItem_CyberdiscWeapon]=Cyberdisc Cannons m_aItemNamesPlural[eItem_PlasmaLightRifle_ThinMan]=Thin Man Plasma Rifles m_aItemNamesPlural[eItem_PlasmaLightRifle_Floater]=Floater Plasma Rifles m_aItemNamesPlural[eItem_PlasmaAssaultRifle_Muton]=Muton Plasma Rifles m_aItemNamesPlural[eItem_HeavyPlasma_Floater]=Floater Heavy Plasma Rifles m_aItemNamesPlural[eItem_HeavyPlasma_Muton]=Muton Heavy Plasma Rifles m_aItemNamesPlural[eItem_ZombieFist]=Zombie Fists m_aItemNamesPlural[eItem_ElderWeapon]=Psi Loci m_aItemNamesPlural[eItem_MutonBlade]=Muton Blades m_aItemNamesPlural[eItem_OutsiderWeapon]=Outsider Light Plasma Rifles m_aItemNamesPlural[eItem_SoldierNoWeapon]=No Weapons m_aItemNamesPlural[eItem_ArmorKevlar]=Body Armors m_aItemNamesPlural[eItem_ArmorCarapace]=Carapace Armors m_aItemNamesPlural[eItem_ArmorSkeleton]=Skeleton Suits m_aItemNamesPlural[eItem_ArmorGolem]=Golem Armors m_aItemNamesPlural[eItem_ArmorTitan]=Titan Armors m_aItemNamesPlural[eItem_ArmorArchangel]=Archangel Armors m_aItemNamesPlural[eItem_ArmorGhost]=Ghost Armors m_aItemNamesPlural[eItem_ArmorGoliath]=Goliath Armors m_aItemNamesPlural[eItem_ArmorPsi]=Psi Armors m_aItemNamesPlural[eItem_Medikit]=Medikits m_aItemNamesPlural[eItem_Plague]=Poison Spit m_aItemNamesPlural[eItem_CombatStims]=Combat Stims m_aItemNamesPlural[eItem_MindShield]=Mind Shields m_aItemNamesPlural[eItem_ChitinPlating]=Chitin Plating m_aItemNamesPlural[eItem_ReinforcedArmor]=Nano-fiber Vests m_aItemNamesPlural[eItem_TargetingModule]=S.C.O.P.E. m_aItemNamesPlural[eItem_Base_Shard]=Outsider Shards m_aItemNamesPlural[eItem_ArcThrower]=Arc Throwers m_aItemNamesPlural[eItem_FragGrenade]=Frag Grenades m_aItemNamesPlural[eItem_SmokeGrenade]=Smoke Grenades m_aItemNamesPlural[eItem_FlashBang]=Flash Grenades m_aItemNamesPlural[eItem_AlienGrenade]=Alien Grenades m_aItemNamesPlural[eItem_NeutronGrenade]=Neutron Grenades m_aItemNamesPlural[eItem_SectoidGrenade]=Sectoid Grenades m_aItemNamesPlural[eItem_FloaterGrenade]=Floater Grenades m_aItemNamesPlural[eItem_MutonGrenade]=Muton Grenades m_aItemNamesPlural[eItem_CyberdiscGrenade]=Cyberdisc Grenades m_aItemNamesPlural[eItem_SectopodClusterBomb]=Sectopod Cluster Bombs m_aItemNamesPlural[eItem_ThinManGrenade]=Thin Man Grenades m_aItemNamesPlural[eItem_PsiGrenade]=Psi Grenades m_aItemNamesPlural[eItem_BattleScanner]=Battle Scanners m_aItemNamesPlural[eItem_SHIV]=S.H.I.V.s m_aItemNamesPlural[eItem_SHIV_Alloy]=Alloy S.H.I.V.s m_aItemNamesPlural[eItem_SHIV_Hover]=Hover S.H.I.V.s m_aItemNamesPlural[eItem_Interceptor]=Interceptors m_aItemNamesPlural[eItem_Firestorm]=Firestorms m_aItemNamesPlural[eItem_Skyranger]=Skyrangers m_aItemNamesPlural[eItem_Satellite]=Satellites m_aItemNamesPlural[eItem_ShivMinigun]=Miniguns m_aItemNamesPlural[eItem_ShivSentry]=Sentrys m_aItemNamesPlural[eItem_ShivLaser]=Laser Cannons m_aItemNamesPlural[eItem_ShivPlasma]=Plasma Cannons m_aItemNamesPlural[eItem_SHIVDeck_I]=Tread Decks m_aItemNamesPlural[eItem_SHIVDeck_II]=Heavy Alloy Decks m_aItemNamesPlural[eItem_SHIVDeck_III]=Hover Decks m_aItemNamesPlural[eItem_IntWeap_I]=Phoenix Cannons m_aItemNamesPlural[eItem_IntWeap_II]=Avalanche Missiles m_aItemNamesPlural[eItem_IntWeap_III]=Laser Cannons m_aItemNamesPlural[eItem_IntWeap_IV]=Plasma Cannons m_aItemNamesPlural[eItem_IntWeap_V]=EMP Cannons m_aItemNamesPlural[eItem_IntWeap_VI]=Fusion Lances m_aItemNamesPlural[eItem_IntConsumable_Dodge]=Defense Matrices m_aItemNamesPlural[eItem_IntConsumable_Boost]=UFO Tracking Modules m_aItemNamesPlural[eItem_IntConsumable_Hit]=Uplink Targeting Modules m_aItemNamesPlural[eItem_Skeleton_Key]=Skeleton Keys m_aItemNamesPlural[eItem_CivilianCorpse]=Civilian Corpses m_aItemNamesPlural[eItem_TankCorpse]=S.H.I.V. Corpses m_aItemNamesPlural[eItem_SoldierCorpse]=Soldier Corpses m_aItemNamesPlural[eItem_SectoidCorpse]=Sectoid Corpses m_aItemNamesPlural[eItem_SectoidCommanderCorpse]=Sectoid Commander Corpses m_aItemNamesPlural[eItem_FloaterCorpse]=Floater Corpses m_aItemNamesPlural[eItem_FloaterHeavyCorpse]=Heavy Floater Corpses m_aItemNamesPlural[eItem_ThinManCorpse]=Thin Man Corpses m_aItemNamesPlural[eItem_MutonCorpse]=Muton Corpses m_aItemNamesPlural[eItem_MutonEliteCorpse]=Muton Elite Corpses m_aItemNamesPlural[eItem_BerserkerCorpse]=Berserker Corpses m_aItemNamesPlural[eItem_CyberdiscCorpse]=Cyberdisc Wrecks m_aItemNamesPlural[eItem_EtherealCorpse]=Ethereal Corpses m_aItemNamesPlural[eItem_CryssalidCorpse]=Chryssalid Corpses m_aItemNamesPlural[eItem_ZombieCorpse]=Zombie Corpses m_aItemNamesPlural[eItem_SectopodCorpse]=Sectopod Wrecks m_aItemNamesPlural[eItem_DroneCorpse]=Drone Wrecks m_aItemNamesPlural[eItem_SectoidCaptive]=Sectoid Captives m_aItemNamesPlural[eItem_SectoidCommanderCaptive]=Sectoid Commander Captives m_aItemNamesPlural[eItem_FloaterCaptive]=Floater Captives m_aItemNamesPlural[eItem_FloaterHeavyCaptive]=Heavy Floater Captives m_aItemNamesPlural[eItem_ThinManCaptive]=Thin Man Captives m_aItemNamesPlural[eItem_MutonCaptive]=Muton Captives m_aItemNamesPlural[eItem_MutonEliteCaptive]=Muton Elite Captives m_aItemNamesPlural[eItem_BerserkerCaptive]=Berserker Captives m_aItemNamesPlural[eItem_EtherealCaptive]=Ethereal Captives m_aItemNamesPlural[eItem_CryssalidCaptive]=Chryssalid Captives m_aItemNamesPlural[eItem_Elerium115]=Elerium m_aItemNamesPlural[eItem_AlienAlloys]=Alien Alloys m_aItemNamesPlural[eItem_WeaponFragment]=Weapon Fragments m_aItemNamesPlural[eItem_ArmorFragment]=Armor Fragments m_aItemNamesPlural[eItem_AlienEntertainment]=Alien Entertainment m_aItemNamesPlural[eItem_AlienFood]=Alien Food m_aItemNamesPlural[eItem_AlienStasisTank]=Alien Stasis Tanks m_aItemNamesPlural[eItem_UFONavigation]=UFO Flight Computers m_aItemNamesPlural[eItem_AlienSurgery]=Alien Surgeries m_aItemNamesPlural[eItem_UFOPowerSource]=UFO Power Sources m_aItemNamesPlural[eItem_HyperwaveBeacon]=Hyperwave Beacons m_aItemNamesPlural[eItem_DamagedAlienEntertainment]=Alien Entertainment (Damaged) m_aItemNamesPlural[eItem_DamagedAlienFood]=Alien Food (Damaged) m_aItemNamesPlural[eItem_DamagedAlienStasisTank]=Alien Stasis Tank (Damaged) m_aItemNamesPlural[eItem_DamagedUFONavigation]=UFO Flight Computer (Damaged) m_aItemNamesPlural[eItem_DamagedAlienSurgery]=Alien Surgery (Damaged) m_aItemNamesPlural[eItem_DamagedUFOPowerSource]=UFO Power Source (Damaged) m_aItemNamesPlural[eItem_DamagedHyperwaveBeacon]=Hyperwave Beacon (Damaged) m_aItemNamesPlural[eItem_UFOFusionLauncher]=Fusion Cores m_aItemNamesPlural[eItem_PsiLink]=Ethereal Devices m_aItemNamesPlural[eItem_AlienIntel]=Alien Intel m_aItemNamesPlural[eItem_MummyPod]=Mummy Pods m_aItemNamesPlural[eItem_FogPod]=Alien Fog Devices m_aItemNamesPlural[eItem_MedicalStation]=Medical Stations m_aItemNamesPlural[eItem_CommStation]=Comm Stations m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=Alien Weapons Lockers m_aItemNamesPlural[eItem_Alien_Console]=Alien Consoles m_aItemNamesPlural[eItem_Alien_Storage]=Alien Storage m_aItemNamesPlural[eItem_Alien_Salvage]=Alien Salvages m_aItemNamesPlural[eItem_Alien_Bomb]=Alien Bombs m_aItemNamesPlural[eItem_Alien_Beacon]=Alien Beacons m_aItemNamesPlural[eItem_Alien_Interact]=Alien Interactions m_aItemTacticalText[eItem_Pistol]=<Bullet/> A sidearm with limited tactical value\n<Bullet/> Useful for when a soldier's main weapon is out of ammo, or otherwise unusable m_aItemTacticalText[eItem_AssaultRifle]=<Bullet/> The assault rifle and its variants are the only primary weapons XCOM rookies can use m_aItemTacticalText[eItem_Shotgun]=<Bullet/> The shotgun has a high base critical chance, but extremely limited range m_aItemTacticalText[eItem_SniperRifle]=<Bullet/> Unlike other weapons, Sniper Rifles are less accurate the closer the shooter gets to the target\n<Bullet/> Sniper rifles have the best base chance to cause critical hits\n<Bullet/> Snipers cannot move and fire in the same turn without advanced training\n<Bullet/> Consider equipping snipers with the best pistols XCOM has, so they can fire even when forced to move m_aItemTacticalText[eItem_LMG]=<Bullet/> Capable of suppressing enemies, if the Heavy has appropriate training\n<Bullet/> Expends ammunition at a high rate m_aItemTacticalText[eItem_RocketLauncher]=<Bullet/> Rockets have a blast radius of 3 tiles\n<Bullet/> Friendly targets in the blast area are affected\n<Bullet/> Rockets are useful for destroying cover and forcing enemies to spread out m_aItemTacticalText[eItem_FragGrenade]=<Bullet/> The Frag Grenade's blast radius is 2 tiles\n<Bullet/> Does 3 damage to all targets in blast area\n<Bullet/> Friendly targets in the blast area are affected m_aItemTacticalText[eItem_Medikit]=<Bullet/> Restores 4 health to an ally, but can be upgraded for greater effectiveness\n<Bullet/> Can save a critically wounded ally from bleeding out\n<Bullet/> Holding a Medikit confers immunity to poison\n<Bullet/> Can be used to neutralize poison in an ally m_aItemTacticalText[eItem_AlienGrenade]=<Bullet/> The Alien Grenade has the same blast radius as the Frag Grenade: roughly 2 tiles\n<Bullet/> Does 5 damage to all targets in blast area\n<Bullet/> Friendly targets in the blast area are affected m_aItemTacticalText[eItem_ArcThrower]=<Bullet/> A nonlethal weapon that can stun enemies\n<Bullet/> The chance of a successful stun is much greater if the target has low health\n<Bullet/> Does not affect robotic enemies\n<Bullet/> Advanced versions have a better chance to stun, can heal friendly SHIVs, and take control of certain enemies m_aItemTacticalText[eItem_ChitinPlating]=<Bullet/> Confers <XGAbility:ChitinPlatingHealthBonus/> extra health\n<Bullet/> Reduces damage from melee attacks m_aItemTacticalText[eItem_ReinforcedArmor]=<Bullet/> Confers <XGAbility:NanoFiberHealth/> extra health m_aItemTacticalText[eItem_TargetingModule]=<Bullet/> Provides an Aim bonus of <XGAbility:ScopeBonus/> to the user m_aItemTacticalText[eItem_CombatStims]=<Bullet/> Strengthens the user's Will against panic\n<Bullet/> Reduces incoming damage by 50% and provides immunity to critical hits during the next 2 enemy turns\n<Bullet/> Increases mobility for 2 turns m_aItemTacticalText[eItem_MindShield]=<Bullet/> Strengthens the user's Will against enemy psionic attacks m_aItemTacticalText[eItem_LaserPistol]=<Bullet/> An improvement on the conventional pistol m_aItemTacticalText[eItem_LaserAssaultRifle]=<Bullet/> An improved version of the assault rifle m_aItemTacticalText[eItem_LaserAssaultGun]=<Bullet/> An application of laser technology to the shotgun\n<Bullet/> Most effective at close range due to beam diffusion\n<Bullet/> Like other shotgun variants, the Scatter Laser has a high base chance to cause critical hits m_aItemTacticalText[eItem_HeavyLaser]=<Bullet/> An improvement on the LMG\n<Bullet/> Capable of suppressing enemies, if the Heavy has appropriate training\n<Bullet/> Like all LMG variants, expends ammo quickly m_aItemTacticalText[eItem_LaserSniperRifle]=<Bullet/> An improvement on the sniper rifle\n<Bullet/> Unlike other weapons, Sniper Rifles are less accurate as the shooter's range to target decreases\n<Bullet/> Snipers cannot move and fire in the same turn, unless trained appropriately\n<Bullet/> Consider equipping snipers with the best pistols in XCOM's arsenal m_aItemTacticalText[eItem_PlasmaPistol]=<Bullet/> The most powerful pistol available to XCOM\n<Bullet/> Used widely by the invading forces m_aItemTacticalText[eItem_PlasmaLightRifle]=<Bullet/> A lower damage variant of the Plasma Rifle\n<Bullet/> Carries a +10 Aim bonus m_aItemTacticalText[eItem_PlasmaAssaultRifle]=<Bullet/> Highly efficient and deadly primary weapon m_aItemTacticalText[eItem_AlloyCannon]=<Bullet/> The most advanced version of the shotgun that XCOM can engineer\n<Bullet/> Like all shotgun variants, has a high base chance to cause critical hits but limited range m_aItemTacticalText[eItem_HeavyPlasma]=<Bullet/> Capable of suppressing enemies, if the Heavy has appropriate training\n<Bullet/> Like all LMG variants, expends ammo quickly m_aItemTacticalText[eItem_PlasmaSniperRifle]=<Bullet/> The deadliest sniper rifle XCOM can engineer\n<Bullet/> Unlike other weapons, Sniper Rifles are less accurate as the shooter's range to target decreases\n<Bullet/> Snipers cannot move and fire in the same turn, unless trained appropriately\n<Bullet/> Consider equipping snipers with the best pistols XCOM has, so they can fire even when forced to move m_aItemTacticalText[eItem_BlasterLauncher]=<Bullet/> Upgrade to conventional rockets that permits projectiles to navigate the battlefield\n<Bullet/> Substantial damage improvement over the conventional rocket launcher\n<Bullet/> Blaster bombs have a blast radius of 3 tiles\n<Bullet/> Friendly targets in the blast area are affected\n<Bullet/> Blaster bombs are useful for destroying cover and forcing enemies to spread out m_aItemTacticalText[eItem_ArmorKevlar]=<Bullet/> Light armor\n<Bullet/> XCOM soldiers will appreciate it if better armor development is given a high priority m_aItemTacticalText[eItem_ArmorCarapace]=<Bullet/> Medium armor\n<Bullet/> Adds substantial health, but no other special properties m_aItemTacticalText[eItem_ArmorSkeleton]=<Bullet/> Medium armor\n<Bullet/> Provides a small bonus to Defense\n<Bullet/> Wearer's movement distance is increased m_aItemTacticalText[eItem_ArmorTitan]=<Bullet/> Heavy armor\n<Bullet/> Sealed: internal air supply and recycling systems provide the wearer immunity to poison\n<Bullet/> Flame Resistant: cooling systems and alien alloy construction confer immunity to environmental fire damage m_aItemTacticalText[eItem_ArmorGhost]=<Bullet/> Medium armor\n<Bullet/> Stealth systems allow wearer to become invisible\n<Bullet/> Ghost mode can be activated up to 4 times per battle\n<Bullet/> Activating Ghost Mode does not cost an action, nor end the soldier's turn\n<Bullet/> Provides a moderate bonus to Defense, equivalent to partial cover\n<Bullet/> Wearer's movement speed is increased\n<Bullet/> Grappling hook module has been adapted from the Skeleton Suit m_aItemTacticalText[eItem_ArmorArchangel]=<Bullet/> Heavy armor\n<Bullet/> Toggle flight mode to initiate flying movement\n<Bullet/> Each turn in flight costs 1 fuel unit\n<Bullet/> The armor carries 6 fuel units; this can be expanded with additional experimental research\n<Bullet/> Flying does not confer the usual elevated-position bonus m_aItemTacticalText[eItem_ArmorPsi]=<Bullet/> Medium armor\n<Bullet/> Increases wearer's Will by 30 for psi attacks and defense m_aItemTacticalText[eItem_SHIV]=<Bullet/> Autonomous mini-tank\n<Bullet/> Weapon loadout can be upgraded in Foundry depending on what weapons technology has been researched\n<Bullet/> Combat logic circuits can enable suppression if proper Foundry research is done m_aItemTacticalText[eItem_SHIV_Alloy]=<Bullet/> A standard S.H.I.V. with upgraded armor based on alien alloys research\n<Bullet/> Can provide hard cover to human squadmates\n<Bullet/> Particularly well suited for engagements against invaders with superior firepower m_aItemTacticalText[eItem_SHIV_Hover]=<Bullet/> A S.H.I.V. designed around alien navigation and propulsion technology\n<Bullet/> Capable of limited flight in combat situations\n<Bullet/> Superb for high-risk recon m_aItemTacticalText[eItem_Skeleton_Key]=<Bullet/> Used to disable the Alien Base's defenses, enabling a raid by XCOM forces\n<Bullet/> Not equipped by soldiers; having it in XCOM HQ will suffice m_aCharacterName[eChar_None]=None m_aCharacterName[eChar_Civilian]=Civilian m_aCharacterName[eChar_Soldier]=Soldier m_aCharacterName[eChar_Tank]=SHIV m_aCharacterName[eChar_Sectoid]=Sectoid m_aCharacterName[eChar_Floater]=Floater m_aCharacterName[eChar_Thinman]=Thin Man m_aCharacterName[eChar_Muton]=Muton m_aCharacterName[eChar_Cyberdisc]=Cyberdisc m_aCharacterName[eChar_SectoidCommander]=Sectoid Commander m_aCharacterName[eChar_FloaterHeavy]=Heavy Floater m_aCharacterName[eChar_MutonElite]=Muton Elite m_aCharacterName[eChar_Ethereal]=Ethereal m_aCharacterName[eChar_EtherealUber]=Uber Ethereal m_aCharacterName[eChar_Chryssalid]=Chryssalid m_aCharacterName[eChar_Zombie]=Zombie m_aCharacterName[eChar_MutonBerserker]=Muton Berserker m_aCharacterName[eChar_Sectopod]=Sectopod m_aCharacterName[eChar_Drone]=Drone m_aCharacterName[eChar_Outsider]=Outsider m_aCharacterTacticalText[eChar_None]=None m_aCharacterTacticalText[eChar_Civilian]=<Bullet/> Use the Head Down ability to increase a Civilian's defense, even out of cover\n<Bullet/> Civilians will flee to safety if approached by an XCOM soldier m_aCharacterTacticalText[eChar_Soldier]=<Bullet/> XCOM soldiers receive abilities and stats based on the template you select\n<Bullet/> Look through the templates and pick ability sets and items that fit with the rest of your squad\n<Bullet/> Psi abilities can be especially useful on a powerful XCOM soldier m_aCharacterTacticalText[eChar_Tank]=<Bullet/> As a robotic unit, the SHIV cannot be healed with medikits, but can be repaired by Drones\n<Bullet/> The SHIV can be outfitted with varying levels of armament m_aCharacterTacticalText[eChar_Sectoid]=<Bullet/> Sectoids are weak individually but can be effective in groups, especially with clever use of Mind Merge\n<Bullet/> Beware Mind Merge's feedback effect; if the user is killed, the target will die as well m_aCharacterTacticalText[eChar_Floater]=<Bullet/> The Launch ability can be used effectively for ambush or reconnaissance\n<Bullet/> Floaters, like other flying alien units, can sustain flight for an extended period\n<Bullet/> Floaters' low Aim makes them better as hit and run units rather than reliable frontline soldiers m_aCharacterTacticalText[eChar_Thinman]=<Bullet/> Poison Spit must target an enemy unit, but affects the nearby area\n<Bullet/> Thin Men can increase their already strong Aim by using Leap to gain a height advantage before attacking\n<Bullet/> Thin Men release poison clouds when they die; be careful, since poison affects friend and foe alike m_aCharacterTacticalText[eChar_Muton]=<Bullet/> Mutons carry a single Alien Grenade; this powerful area-of-effect attack can turn the tide of battle\n<Bullet/> Consider a squad with multiple Mutons, to maximize the effect of Blood Call\n<Bullet/> Wounding a Muton can cause the attacker to panic; watch for this and take advantage m_aCharacterTacticalText[eChar_Cyberdisc]=<Bullet/> Cyberdiscs can be either Open or Closed\n<Bullet/> Opening does not cost an action, but the Cyberdisc must open up to fire its primary weapon or launch grenades\n<Bullet/> The Cyberdisc can close as an action, but will also close if damaged. Closed position grants considerable defensive benefits\n<Bullet/> The Death Blossom ability only works from Closed position\n<Bullet/> Cyberdiscs, like other flying aliens, can remain in flight for extended periods m_aCharacterTacticalText[eChar_SectoidCommander]=<Bullet/> If an enemy unit has high Will, it will be hard to successfully Mind Control it. Use Mindfray first to improve your chances\n<Bullet/> The Sectoid Commander has high health, but a weak primary attack. Don't rely on him for firepower m_aCharacterTacticalText[eChar_FloaterHeavy]=<Bullet/> The Heavy Floater is a tougher and more dangerous version of the Floater\n<Bullet/> In addition to the Floater's scouting and ambush capabilities, the Heavy Floater is suitable for bruising frontline combat m_aCharacterTacticalText[eChar_MutonElite]=<Bullet/> The most powerful Muton in the game, the Muton Elite packs massive firepower\n<Bullet/> The Muton Elite doesn't have the Blood Call ability, but is affected by it\n<Bullet/> If another unit spots for the Muton Elite, his extended grenade range can take the enemy by surprise m_aCharacterTacticalText[eChar_Ethereal]=<Bullet/> Ethereals are the most powerful psi units in the game\n<Bullet/> Ethereals' offensive abilities are much more effective against targets with low Will\n<Bullet/> Beware of friendly fire with the Rift ability m_aCharacterTacticalText[eChar_EtherealUber]=Uber Ethereal m_aCharacterTacticalText[eChar_Chryssalid]=<Bullet/> The Implant ability, while effective only against human targets, can cause a huge swing in the battle\n<Bullet/> Chryssalids are the fastest ground units in the game, making them ideal scouts\n<Bullet/> Chryssalids are immune to poison, so run them through poison clouds without fear m_aCharacterTacticalText[eChar_Zombie]=Zombie m_aCharacterTacticalText[eChar_MutonBerserker]=<Bullet/> The Berserker has a lot of health, but no ranged attack. Take maximum advantage of sight-blocking map elements to get close before charging\n<Bullet/> Bull Rush can bust through walls; your enemy may not expect this\n<Bullet/> Watch out for enemies on Overwatch; if your Blood Lust triggers, the Berserker can end up taking multiple shots from prepared enemies m_aCharacterTacticalText[eChar_Sectopod]=Sectopod m_aCharacterTacticalText[eChar_Drone]=<Bullet/> With its weak firepower and low health, the Drone is best used as a flying scout or to repair other, more valuable robotic units\n<Bullet/> If your enemy groups up his units, consider sacrificing a Drone with Overload to punish him m_aCharacterTacticalText[eChar_Outsider]=Outsider [XSpecialMissions] m_strBombObj1=Find the bomb before it reaches full power. m_strBombObj1A=Deactivate power nodes to delay explosion. m_strBombObj2=Approach and defuse the bomb. m_strBombObj3=Kill any remaining aliens. m_strBombObj4=All soldiers report to the EVAC zone. m_strBombCountdown1=Turns until bomb is fully charged: m_strBombCountdown2=Turns until bomb explodes: m_strPierVIP1=Patrick m_strPierVIP2=Carlock m_strPierRescue1=Escort Sgt. Carlock to the Skyranger. m_strBoulevardVIP1=Anna m_strBoulevardVIP2=Sing m_strBoulevardExtract1=Locate Anna Sing. m_strBoulevardExtract2=Approach Anna Sing. m_strBoulevardExtract3=Escort Anna Sing back to the Skyranger. m_strCommVIP1=William m_strCommVIP2=Thorne m_strCommExtract1=Escort Thorne to the Skyranger. m_strHighwayVIP1=Peter m_strHighwayVIP2=Van Doorn m_strHighwayExtract1=Locate General Van Doorn. m_strHighwayExtract2=Approach General Van Doorn. m_strHighwayExtract3=Escort General Van Doorn back to the Skyranger. m_strMuseumVIP1=Thomas m_strMuseumVIP2=Hutch m_strMuseumExtract1=Locate Thomas Hutch. m_strMuseumExtract2=Approach Thomas Hutch. m_strMuseumExtract3=Escort Hutch back to the Skyranger. m_strResearchVIP1=Hongou m_strResearchVIP2=Marazuki m_strResearchRescue1=Escort Dr. Marazuki to the Skyranger. [XGCharacterGenerator] m_arrMHeavyNicknames[0]=Odin m_arrMHeavyNicknames[1]=Papa Bear m_arrMHeavyNicknames[2]=Yeti m_arrMHeavyNicknames[3]=Moose m_arrMHeavyNicknames[4]=Kong m_arrMHeavyNicknames[5]=Nero m_arrMHeavyNicknames[6]=Buster m_arrMHeavyNicknames[7]=Mack m_arrMHeavyNicknames[8]=Tank m_arrMHeavyNicknames[9]=Kingpin m_arrMHeavyNicknames[10]=Boom Boom m_arrMHeavyNicknames[11]=Richter m_arrMHeavyNicknames[12]=Dozer m_arrMHeavyNicknames[13]=Sledge m_arrMHeavyNicknames[14]=Brick m_arrMHeavyNicknames[15]=Crater m_arrMHeavyNicknames[16]=Flash m_arrMHeavyNicknames[17]=Nova m_arrMHeavyNicknames[18]=Smokey m_arrMHeavyNicknames[19]=Thunder m_arrMHeavyNicknames[20]=Arcade m_arrMHeavyNicknames[21]=Casino m_arrMHeavyNicknames[22]=Disco m_arrMHeavyNicknames[23]=Crash m_arrMHeavyNicknames[24]=Doomsday m_arrMHeavyNicknames[25]=Nuke m_arrMHeavyNicknames[26]=Road Block m_arrMHeavyNicknames[27]=Collateral m_arrMHeavyNicknames[28]=Tectonic m_arrMHeavyNicknames[29]=Strobe m_arrMHeavyNicknames[30]=Diesel m_arrMHeavyNicknames[31]=Hulk m_arrMHeavyNicknames[32]=Prototype m_arrMHeavyNicknames[33]=Lights Out m_arrMAssaultNicknames[0]=Rascal m_arrMAssaultNicknames[1]=Cash m_arrMAssaultNicknames[2]=Duke m_arrMAssaultNicknames[3]=Viking m_arrMAssaultNicknames[4]=Nitro m_arrMAssaultNicknames[5]=Mad Man m_arrMAssaultNicknames[6]=Bull m_arrMAssaultNicknames[7]=Cowboy m_arrMAssaultNicknames[8]=Spike m_arrMAssaultNicknames[9]=Tombstone m_arrMAssaultNicknames[10]=Gonzo m_arrMAssaultNicknames[11]=DJ m_arrMAssaultNicknames[12]=Zilch m_arrMAssaultNicknames[13]=Hazard m_arrMAssaultNicknames[14]=Bonzai m_arrMAssaultNicknames[15]=Geronimo m_arrMAssaultNicknames[16]=Septic m_arrMAssaultNicknames[17]=Chops m_arrMAssaultNicknames[18]=Coney m_arrMAssaultNicknames[19]=Devil Dog m_arrMAssaultNicknames[20]=Trips m_arrMAssaultNicknames[21]=Spitfire m_arrMAssaultNicknames[22]=Loco m_arrMAssaultNicknames[23]=Blitz m_arrMAssaultNicknames[24]=Dice m_arrMAssaultNicknames[25]=Cobra 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m_arrFSupportNicknames[25]=Fast Lane m_arrFSupportNicknames[26]=Smokes m_arrFSupportNicknames[27]=Rogue m_arrFSupportNicknames[28]=Sentinel m_arrFSupportNicknames[29]=Prophet [XComMCP] ServiceNotAvailable=The XCom: Enemy Unknown service is not available. 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