Difference between revisions of "XCOM: Enemy Within DLC (EU2012)"
m (redone EXALT section) |
|||
Line 114: | Line 114: | ||
* No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has ''Inception''-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed. | * No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has ''Inception''-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed. | ||
− | == | + | ==EXALT (New Faction)== |
− | + | {{main|EXALT (EU2012)}} | |
− | + | {{:EXALT (EU2012)}} | |
− | + | ===Covert Operations=== | |
− | + | {{main|Covert Operations (EU2012)}} | |
− | + | {{:Covert Operations (EU2012)}} | |
− | + | ====Covert Operative==== | |
− | + | {{main|Covert Operative (EU2012)}} | |
− | + | {{:Covert Operative (EU2012)}} | |
− | + | ====Covert Extraction==== | |
− | + | {{main|Covert Extraction (EU2012)}} | |
− | + | {{:Covert Extraction (EU2012)}} | |
− | + | ====Covert Data Recovery==== | |
− | + | {{main|Covert Data Recovery (EU2012)}} | |
− | + | {{:Covert Data Recovery (EU2012)}} | |
− | + | ===EXALT Base Raid=== | |
− | + | {{main|EXALT Base Raid (EU2012)}} | |
− | + | {{:EXALT Base Raid (EU2012)}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ==== | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ==== | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==XCOM Changes== | ==XCOM Changes== | ||
===Classes=== | ===Classes=== |
Revision as of 18:32, 22 November 2013
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for XCOM: Enemy Unknown called XCOM: Enemy Within. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally.
An initial list of details was revealed on August 21st on this video, along with these articles from Polygon and IGN. For the latest details check the official Enemy Within FAQ thread on the 2K's forums [1]. For what looks like a tutorial on the various new components see [2].
You can also take part in an interactive trailer here.
Warning: this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!
General Details
- The PC version costs 30$ and the Console 40$.
- The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander's Edition, consisting of Enemy Unknown, plus the Elite Soldier Pack, Slingshot and Enemy Within DLCs.
- Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.
- When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within.
The Meld
- The Meld is a new alien resource that is present in canisters on several maps (Abductions and UFOs). Meld can also be recovered from Mechtoid and Heavy Floater bodies.
- Meld is composed of organic nanomachines and needs to be researched (Meld Recombination) to be used.
- Meld cannot be sold at the Grey Market.
- All the abductions and UFO maps have been redesigned to include 2 Meld canisters.
- The 2 Meld canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister is located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.
- Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign (unconfirmed - see [3]).
- When Meld canisters self-destruct they will explode and cause damage to any player units nearby.
- Meld canisters can be destroyed with explosives.
- When you kill all aliens on a mission you'll automatically recover any unexploded Meld containers, including still hidden ones.
- The Meld can be used to create either MEC Troopers (a new class) or to genetically increase any class abilities (Gene Mods).
- In consideration of the limited number of Canisters, it's also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.
- The Meld also brings 2 new base facilities: Genetics Lab and Cybernetics Lab. Both cost §50 and require 3 power and 10 days to build. The Cybernetics Labs count as workshops and the Genetics Lab with Laboratories for adjacency bonus.
- For consideration on building them early or late; whether you want 5 engineers, or low-level Mech troopers, with what limited resources you'll have early on, for example.
- There are reflective Meld 'crystals' in the Antfarm view. Zooming in on them, angled facets show a brick wall with a window, facets facing the camera seem to be reflecting a sprite of a green-irised eye.
- There is a small tutorial (optional) to show how Meld works.
- Some aliens, particulary Mechtoids and Heavy Floaters, do drop small quantities of Meld, as well.
Gene Mods
Gene Mods are unlocked after capturing Meld and finishing research on the Meld Recombination project. It is also required to build the Genetics Lab before it is possible to apply any Gene Mods to your soldiers.
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost).
Gene Modding
- Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.
- Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies).
- Modded soldiers have a different appearance than regular soldiers, with less armor plating being shown.
MEC Trooper
The MEC Trooper is a new class of soldier that is introduced by the Enemy Within DLC. A MEC Trooper requires Meld and can be created from any of your existing soldiers (from any class, except Psionic) after building the Cybernetic Lab. It costs §10 and 10 Meld to transform a soldier into a MEC Trooper. The soldier will lose all of its existing abilities but see its HP increase and will have its own abilities tree, starting with Collateral Damage.
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the Heavy and Assault classes, being built for frontline roles. Since MECs can't use Cover like regular soldiers they're equipped with specialized armor to be deployed, in the form of the Mechanized Exoskeleton Cybersuit (MEC Suit). MECs can't carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.
- Primary Weapon: Minigun, Railgun and Particle Cannon.
- Tactical Subsystems:
- MEC-1 Warden: Kinetic Strike Module or Flamethrower, §25, 40 Meld
- MEC-2 Sentinel: Grenade Launcher or Restorative Mist, §32, 60 Meld, 10 Engineers
- MEC-3 Paladin: Proximity Mine Launcher or Electro Pulse, §106, 100 Meld, 25 Engineers
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. MEC Troopers gain a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions.
Abilities
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:
- - Assault: Shock-Absorbent Armor - Damage received from enemies within 4 tiles is reduced by 33%.
- - Heavy - Body Shield - The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
- - Sniper: Platform Stability - Any shots taken without moving have +10 Aim and +10% critical chance.
- - Support: Distortion Field - Nearby allies in cover receive +10 Defense.
Tips & Trix
- MEC Troopers can be created from any soldier above rookie rank, but they'll lose all abilities they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.
- A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.
- Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.
- The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 Meld units. The process takes 3 days and soldiers will lose all Gene Mods when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.
- Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.
- Any medals given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can't go into cover, so giving it the defensive bonus while in cover is pointless).
- If the damage suffered is in excess of the MEC Suit's HPs then the soldier will have to endure wound recovery time.
- If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.
- MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit.
- MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.
- They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units.
- MEC Troopers can be healed with Medikits, Restorative Mist, Improved Arc Thrower and by captured Drones. Repairing with Arc Throwers is arguably more efficient, since if you don't stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.
- MECs can't use Cover (so they can't be flanked). To compensate that they have Hardened ability present on S.H.I.V.s and alien robotic units that gives increased protection against critical hits.
- MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.
- MECs rely on the Foundry for several essential upgrades through different projects:
- Mobility: Advanced Servomotors - gives +3 movement points.
- Armor: Shaped Armor - gives 3 additional HPs.
- Flamethrower: Elerium Jelly - increases weapon's damage from 6 to 9.
- Kinetic Strike Module: MEC Close Combat - increases weapon's damage from 12 to 18 and using the Kinetic Strike as first action doesn't automatically end the MEC's turn.
- MEC Troopers get monotone, Robocop-esque voice.
MEC Trooper Rank Progression
Primary Weapons
Description |
|
Source: XCOM: Enemy Within DLC
|
Description |
This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.
|
Source: XCOM: Enemy Within DLC
|
Description |
Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.
|
Source: XCOM: Enemy Within DLC
|
MEC Suits
Description |
|
Source: XCOM: Enemy Within DLC
|
After a soldier is converted into a MEC he/she will wear a metal endoskeleton called Base Augments as its body Instead of armor, MEC Troopers use the Mechanized Exoskeleton Cybersuit into battle. It is not possible to deploy a MEC Trooper without a suit.
MEC Suits are built in Engineering. There are 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits. The first suit, MEC-1, can be built immediately after the first soldier is augmented on the Cybernetic Lab but the next suits require further research in order to be developed. If a MEC Trooper is killed the MEC Suit will become damaged and will have to be repaired on Engineering.
MEC-1 Warden
Description |
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Meld Recombination |
Base Costs | §25 40 Meld |
Health | +8 |
Defense | +10 |
Movement | 0 |
Will | +10 |
Systems | Kinetic Strike Module Flamethrower |
MEC-2 Sentinel
Description |
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | UFO Power Source |
Base Costs | §32 60 Meld 10 Engineers |
Health | +12 |
Defense | +10 |
Movement | 0 |
Will | +15 |
Systems | Grenade Launcher Restorative Mist |
System | Description | Tactical Info |
---|---|---|
Grenade Launcher |
MECs can make for their lack of thrown grenade capability with a long-range grenade launcher. | *Launches grenades much further than an unmodified soldier can throw them *Uses regular grenades, but will automatically upgrade to alien grenades if that technology is developed in the Foundry *2 grenades carried, each deals 4 damage |
Restorative Mist |
Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies. | *Releases a cloud of mist that heals, similar to the Medikit *Affects all nearby allies instead of a single target *Single use only, heals 4 HP to all units in the cloud |
MEC-3 Paladin
Description |
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Titan Armor |
Base Costs | §106 100 Meld 25 Engineers |
Health | +16 |
Defense | +10 |
Movement | 0 |
Will | +20 |
Systems | Proximity Mines Electro Pulse |
New Aliens
Mechtoid
The Mechtoid is a MEC developed by the aliens for the Sectoids that appears on Enemy Within DLC. The Mechtoid has an ability called Plasma Barrage which allows it to fire twice in a turn if it doesn't move and Sectoids (including Commanders) can mind merge with it and give it a 6 damage reducing shield. The Mechtoid won't die if the merger is killed, but it will lose the shield and take damage.
Mechtoids can be fearful foes due to their resilience and firepower and will start appearing halfway through the game, with 1 or 2 Sectoids. After the Alien Base is assaulted you'll see them on the company of Sectoid Commanders, which turns them into a deadly combination of firepower and psionic powers.
Seeker
The Seeker is a biomechanical hover unit with a squidlike design, somewhat visually similar to TFTD's Tentaculat (reinforcing this, the Autopsy's project name is "Lovecraft", whose writings were a primary inspiration for TFTD). Its specialty is the ability to become invisible to your soldier's eyes. It was introduced in the Enemy Within DLC.
Seekers operate as hit and run units that will use their stealth (a.k.a. Cloak) to approach lone soldiers (such as Snipers with Squad Sight) and then use their special grappling attack. The victim will not die immediately, but cannot undertake any actions and will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation they will have to catch their breath, taking heavy penalties for the next two turns. Seekers also have a weapon similar to a Plasma Pistol that they will use on any target they cannot effectively isolate or grapple.
Seekers are immune to the Flamethrower. They can be detected through the Battle Scanner and the Bioelectric Skin. The Cloak depletes during movement, behaving rather like the flight mode of Archangel Armor than the cloak of Ghost Armor.
This last characteristic can also favor mobile squad tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.
The Seeker's Strangle ability cannot be used when the Seeker is visible, and it is the only enemy that can occupy the same space as another unit. It cannot grapple the heavier late-game armours, and MEC Troopers are also immune.
Other Alien Changes
- Muton Elites Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 14).
- The first Mech alien was based on the Muton but the idea was dropped because of the Muton's already big size.
- Sectopods have also been improved to balance the addition of the new features. Sectopod get a new passive ability called Reinforced Armor which will cut all incoming damage in half. Additionally, the tactic of having an MC'ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.
- Additionally, AI for old enemy types has been slightly tweaked.
- Existing aliens are getting more "death" animations as development team had to create a new set of MEC related death sequences
- Berserker: brawl and Achievement.
- Mechtoid: headgrab
- Sectopod: Donkey Kong's Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)
- Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).
- No change to the Temple Ship's layout or enemy composition, except that the Uber Ethereal's cutscene has Inception-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.
EXALT (New Faction)
"Scientia Potentia Est" ~ Knowledge is Power; emblem motto in EXALT HQ.
EXALT is a new global human threat introduced in Enemy Within DLC. EXALT is a paramilitary secret society that seeks to use alien tech to enrich and technologically change themselves and gain world domination. They will carry out anti-XCOM operations until their base is found and destroyed.
EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and disrupt XCOM efforts's to fight the invasion instead. Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission. EXALT will even try to outsmart the aliens during Operation Progeny in order to gain access to a high value weapon.
The nature of EXALT's threat is similar to the one posed by the Cult of Sirius in X-COM Apocalypse. However, one major difference between the two groups is that the religious structure of the Cult speaks of humans subjecting themselves to their new alien overlords, while the extravagance of the EXALT Headquarters suggests powerful people in black market and clandestine circles, groups whose interests tend to lie in acquiring power for themselves.
The first EXALT mission takes place on May, the day depends on the difficulty level. To completely eliminate the EXALT threat, XCOM will have to discover and raid their base.
Covert Operations
Description |
|
Source: XCOM: Enemy Within DLC
|
Covert Operative
Keys to Cover Operative Deployment |
|
Source: XCOM: Enemy Within DLC
|
Notes
- Covert Operatives are deployed individually to countries in Covert Operations to disrupt EXALT Cells. They need to be retrieved by an XCOM squad after 6 days, otherwise they'll be permanently lost (KIA).
- When a squad is deployed to retrieve a Covert Operative it will generate either a Covert Data Recovery or a Covert Extraction mission.
- While survival of the Covert Operative is required to successfully complete a Covert Extraction mission, the same does not apply to Covert Data Recovery mission.
- The Operative may not start with your main squad specially on Covert Data Recovery missions, where it will usually start on the Transmitter area.
- Your Covert Operative can be any of your soldiers. However, because they cannot use Pistols, Heavies and MECs are excluded.
- As mentioned above, Covert Operatives are limited to the Pistol, the Foundry upgrades can make a big difference. Make sure they're equipped with your best model. Tactical Rigging can also help them out quite a bit as well.
Comm Array Hack
- Covert Operatives have the Comm Array Hack ability. This allows them to hack the active EXALT Comm Arrays that are present during all Covert Operations missions and disrupt EXALT communications and prevent them from using their main weapons during the next turn.
- There will be 4 active Comm Arrays on Data Recovery missions and 2 active (and 2 inactive) during Covert Recovery missions. They provide full cover to adjacent unit and are immune to damage.
- If the Covert Operative is adjacent to one, they can use it with the left mouse button, the same way you power down bombs or claim Meld Canisters. This immediately sets to zero the ammunition of the main weapons carried gives all EXALT units present on the map, forcing them to reload their weapons during the next turn.
- Once a Comm Relay is hacked, it cannot be hacked again in that mission.
- Note that the Comm Array does not restrict use by EXALT of their other weapons like Rocket Launchers or Grenades; most notably, EXALT heavies may be more likely to use their Rocket Launchers since you just disabled their LMGs.
- During Covert Extraction missions, approaching the active Comm Arrays will activate EXALT reinforcements so be aware.
Covert Extraction
Mission Brief & Objectives |
Our Covert Operative is ready for extraction. The operative holds intel about the location of the EXALT base, so safe conduct back to base is essential.
|
Source: XCOM: Enemy Within DLC
|
Notes
- During the mission there will be 4 Comm Arrays present on the map, and 2 specific ones (they will be marked) will have to be hacked by your Covert Operative.
- There will be 2 pods of EXALT agents starting on the map but enemy reinforcements will be triggered when the Covert Operative approaches the active Comm Relays and the evacuation zone.
- After the operative hacks the 2 specific Comm Arrays it will have to get back to the extraction area for the mission to be complete.
- Hacking the active Comm Relays will result in all EXALT units present in the map being unable to shoot their main weapons during the next turn.
- Once the operative is clear at the Evacuation area, you are offered the choice of either moving other soldiers back there to leave the combat zone, or of eliminating all remaining EXALT forces on the map.
- It may be a good idea to bring a Support class soldier with the Revive ability, in case the Operative gets knocked down but not killed.
- Besides the EXALT base clue, this mission will also have a reward of §100 and a -1 reduction in panic on the country where it takes place.
Covert Data Recovery
Mission Briefing & Objectives |
The covert operative has finished setting up the encoder and transmitter, but EXALT is inbound. Protect the intel assets by eliminating all EXALT forces in the AO.
|
Source: XCOM: Enemy Within DLC
|
Notes
- During the mission there will be both an Encoder and a Transmitter located on the map with a marked area around both. XCOM's previously deployed Covert Operative will start close to the Transmitter.
- There will be 2 pods of EXALT agents (total 6 units) starting on the map but enemy reinforcements will arrive regularly.
- EXALT will first try to hack the Encoder, by having at least one of its agents for 2/3 turns on the marked area encircling it, without any XCOM soldiers also present in the area.
- If both XCOM and EXALT have units on the marked area, it will be contested and no hack is possible.
- Any XCOM unit will block the hack, even SHIVs. In fact, this might be a good time to dust off any Alloy or Hover SHIVs the player might happen to have lying around:
- High movement speed, especially with Advanced Servomotors, allows them to reach the Encoder quickly.
- High durability, especially with Shaped Armor, will keep EXALT busy long enough for XCOM soldiers to pick off the opposition.
- If the SHIV happens to have a Sentinel Module, the first EXALT trooper who enters the hack area each turn automatically gets shot in the face, regardless of whether the SHIV is on Overwatch or not. Additionally, the module also regenerates up to 6 HP, making the SHIV able to lock down the Encoder even longer.
- Even if EXALT manage to take out the SHIV with concentrated fire, it's much cheaper and faster to replace than an experienced soldier.
- Alternatively, consider bringing along a Support soldier with Sprint and movement-boosting armor to make a dash for the Encoder. A MEC Trooper with Advanced Servomotors and Kinetic Strike Module also works well, especially in terms of durability.
- Any XCOM unit will block the hack, even SHIVs. In fact, this might be a good time to dust off any Alloy or Hover SHIVs the player might happen to have lying around:
- After EXALT gains control of the Encoder, it will know the location of the Transmitter and will try also to place 1 agent on the marked area around it for 3 turns. If EXALT is successful in controlling the Transmitter, the mission will be a failure.
- The player will be warned by Bradford whenever an EXALT agent enters any of the marked areas, with counters indicating the number of turns remaining for EXALT to control those marked areas.
- The Encoder and the Transmitter are fire-resistant (use a MEC's Flamethrower at will to burn any EXALT units nearby) but they can be destroyed by explosions, so take care when using explosives. If the Encoder is destroyed, EXALT will zoom in immediately on the Transmitter afterwards. If the Transmitter is destroyed, the mission will be a failure for XCOM.
- Besides the Encoder and Transmitter, there will be EXALT Comm Arrays on the area. If the Covert Operative reaches one of those Arrays, it can hack EXALT's agents, causing all their hand weapons to jam for 1 turn.
- Survival of the Covert Operative is not required for mission success. Those Rookies may look good on the Covert Operative's new jacket look...
- You get a small amount of bonus credits (§50) at the end of the mission if EXALT is prevented from hacking both the Transmitter and Encoder and both are still intact. Otherwise you'll only gain §100 from completing the mission, plus the EXALT base clue and a -1 reduction in panic on the country where it takes place.
EXALT Base Raid
Mission Briefing & Objectives |
Under your direction, our covert ops section has located the EXALT base. It is hidden in plain sight, atop a skyscraper. Knock it out to deal a decisive blow to EXALT.
|
Source: XCOM: Enemy Within DLC
|
Notes
- The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette's photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT's own bootleg Hologlobe.
- There are paths that reach around on the outside of the building on the perimeter, but no EXALT members are hidden out there and approaching from there doesn't give many more tactical options than a frontal assault.
- The roof is accessible and there are also no EXALT there. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.
- Overhead images of the base can be found at EXALT HQ Assault map page.
- There are no airdropped EXALT squads.
- Expect several squads of EXALT Elite units inside.
XCOM Changes
Classes
- Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.
- Assault's Close and Personal has now been redesigned to - The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
- You can run up to an enemy shoot it and then run back into cover.
- Support's Covering Fire now fires before the enemy uses its weapon.
- Sniper's Snap Shot aim penalty reduced from -20 to -10.
- Sniper's Squad Sight only gives Critical Damage if Headshot is used.
- Support's Deep Pockets now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.
- Heavy's HEAT Ammo doesn't double damage, but only adds 50% now.
- S.H.I.V.s can also be further upgraded, based on the new MEC abilities.
- Heavy's Grenadier now gives extra (+1) damage to Frag, Needle and Alien grenades.
Soldier Rank Progression
Soldier rank progression has been delayed to balance the new MECs and GMods.
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed.
Medals
- Medals can now be assigned to soldiers on the Enemy Within DLC. They appear as a new option in the Barracks menu.
- Medals will be received upon completing certain objectives on missions. There is a cap on the number of medals that can be present on the entire pool of live soldiers.
- The name of the medals can be changed and there is a choice between 2 options that will increase the soldier's stats upon receiving it.
- There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal will be available again for awards 2 missions afterwards.
- Soldiers who are dismissed (rather than killed) take their medals with them, effectively removing those medals from your pool forever.
- Will bonus from medals does not affect psi combat.
- Thus, if your soldiers are immune to panic due to Defender's Medals or Neural Damping, you can consider ignoring medal effects that improve will.
- If using savescumming and Hidden Potential to get the most out of leveling, keep in mind that some of the medal powers will change the stats of your soldiers.
Names and Types of Medals
- Urban Combat Badge
- Defender's Medal
- Never panic as result of allies getting wounded or killed.
- Medikits and Restorative Mists heal 2 HP more when used on this soldier.
- Maximum of 3 medals issued. Each medal is unlocked after 3 missions take place? Can be given after a successful mission where a soldier is killed or critically injured. Sometimes, you can get it when a soldier is injured but not critically.
- International Service Cross
- Council Medal of Honor
- +1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.
- Bonus is dependent upon when soldier is awarded and each mission awarded soldier participates in. If awarded soldier only participates in two missions out of X missions, the soldier will only receive +1 Aim & Will on the second mission. The awarded soldier must participate in eleven missions without any soldier deaths to receive maximum benefit (+10 Aim & Will).
- Bonus can take effect on the second mission after being awarded, and does not take into account missions completed prior to award.
- Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.
- Bonus offers instant utilization without much drawback or relying on soldier mission attendance. Best awarded to MEC Troopers, Shotgun Assaults or Squad Sight Snipers as these soldiers tend to be apart from other soldiers.
- Maximum of 2 medals. Unlocked after 10 missions take place? Complete 3 Terror/Council/Covert Operations missions?
- +1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.
- Star of Terra
New Items
Needle Grenade
Description |
A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Chryssalid Autopsy |
Base Costs | §40 5 Alloys 2 Chryssalid Corpses 7 Engineers |
Abilities/Stats | See Description |
- The blast will not destroy cover or terrain.
- So, feel free to fling these around inside a UFO without worry of destroying precious Power Sources or Nav Computers.
- The blast radius is about 2 to 2.5 times the size of a normal grenade, and about the same size or slightly larger than a Danger Zone rocket.
- Think carefully about producing these. Chryssalid corpses are fairly rare and difficult to acquire, and also necessary for Chitin Plating.
Flashbang Grenade
Description |
Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Experimental Warfare |
Base Costs | §35 5 Engineers |
Abilities/Stats | See Description |
- Although the alien will have an Aim penalty it will still be able to shoot.
- The penalty is 50% movement and -50 points of Aim. While the alien may still be able to shoot, if you're in cover, it probably can't hit you.
- Units under the effect of a Flashbang Grenade show a distinctive tendency to suppress enemy units instead of attacking them outright.
Gas Grenade
Description |
Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Thin Man Autopsy |
Base Costs | §35 2 Thin Man Corpses 7 Engineers |
Abilities/Stats | Poison Cloud |
- Robotic units, Thin Men, and MECs are immune.
- The poison cloud will still affect your soldiers moving through it, unless they have a Respirator Implant or Titan Armor.
- As opposed to the fairly low damage over time, it's probably better to use this for the -20 Aim that poison status inflicts.
Ghost Grenade
Description |
This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Seeker Autopsy |
Base Costs | §200 25 Elerium 4 Seeker Wrecks 10 Engineers |
Abilities/Stats | Ghost |
- Gives friendly units on its area of effect the ability to become invisible for a turn.
- A cheap alternative to Mimetic Skin or Ghost Armor. However, after you've developed and deployed either one of those improvements, you may want to bring another item instead.
Mimic Beacon
Description |
This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Sectoid Commander Autopsy |
Base Costs | §50 5 Engineers |
Abilities/Stats | See Description |
- These "grenades" will show as two when equipped, allowing an additional use despite not being clarified in purchase screen.
- Can be thrown on the map into a square within the player's moving range.
- The mimic beacon will send out a signal that tricks aliens, drawing them towards it and away from any nearby player units.
- Robotic and psi enemies aren't fooled.
- EXALT is not fooled either. The story does imply that EXALT does not seek to interfere with aliens and their work.
- Very useful for terror missions as aliens will spend both actions to move towards beacon, even to the point of being out of cover.
Reaper Rounds
Description |
Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Experimental Warfare |
Base Costs | §30 6 Engineers |
Abilities/Stats | +20% Critical Chance |
- Reaper Rounds are designed to balance the increased research time of laser weapons and more varied early game tech tree allowed by Enemy Within, allowing you to deal with slightly tougher enemies (particularly Chryssalids) without lasers.
- When your first terror mission appears, if you don't yet have laser weapons then equipping your troops with these is recommended to allow you to take down the comparatively high HP Chryssalids and zombies you'll encounter.
- Snipers with Squadsight are not hampered by weapon range penalty, although Squad Sight still prevents the crit bonus. However, the bonus will be applied if enemies move within visual range or if Headshot is used with Squad Sight, allowing for an even higher crit chance.
- Soldiers will not be able to equip this weapon if they are using Laser or Plasma weapons. If Reaper Rounds are equipped, switching to non-conventional weapons will automatically unequip Reaper Rounds.
Respirator Implant
Description |
We can fabricate a module that will automatically detect chemical and physical threats to a soldier's oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM's armor designs.
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Seeker Autopsy |
Base Costs | §35 5 Engineers |
Abilities/Stats | See Description |
- After Titan Armor is developed and deployed, this device is still useful with Psi armors. Even with Titan Armor you may want to bring it for the extra 2 Health Points it provides.
- Thus, they supersede Nanofiber Vests in utility. Particularly on harder difficulties, it may be more cost-effective (and quicker) to skip vests and go for the Implant first, especially in light of Seekers being able to sneak attack past the starting armor's +1 health, putting your soldiers into recovery time, and the many Thin Men you'll be facing (and be at risk of poisoning from) for a while.
Foundry Changes
- The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab.
New Projects
- Sentinel Drone
- We've been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we've been able to retain its repair capability and use its spare AI cycles to improve the SHIV's situational firing heuristics.
- Requires Drone Autopsy Research.
- Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days.
- Repairs 2hp per turn.
- Gives S.H.I.V.s an ability akin to Assault's Close Combat Specialist.
- Tactical Rigging
- Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM's individual soldier protection systems. These will enable soldiers to bring a second item into battle.
- Requires Experimental Warfare Research.
- Cost: §200, 5 Engineers, 4 Days
- Shaped Armor
- The invaders' mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.
- Requires Mechtoid Autopsy Research.
- Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days.
- Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.
- Advanced Servomotors
- After a careful examination we've been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.
- Requires Mechtoid Autopsy Research.
- Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.
- Elerium Jelly (new project)
- Using Elerium in tactical situations is quite risky; in the absence of a full sized craft's regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.
- Requires Elerium Research.
- Cost: §200, 50 Elerium, 15 Engineers, 10 days.
- MEC Close Combat
- Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.
- Requires Heavy Weapons Platform Foundry project.
- Cost: §200, 30 Alloys, 5 Engineers, 7 days.
Officer Training School
- The Iron Will perk now only requires Sergeant rank instead of Major.
- The Don't Die On Me perk has been removed, due to the addition of the Secondary Heart Gene Mod.
- Instead there's a new ability: Lead By Example (§50 cost, Lieutenant rank required) - The squad leader substitutes his or her Will for that of all nearby lower Will squadmates.
Gameplay Changes
Difficulty
- Difficulty in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.
- Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.
Research Times
- Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.
- This applies to all techs, except:
- Xenobiology
- Weapon Fragments
- Alien Materials
- Experimental Warfare
- Meld
Plasma Weapons Cost
- Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:
Plasma Light Rifle | Plasma Rifle | Alloy Cannon | Heavy Plasma | Plasma Sniper Rifle | Blaster Launcher |
---|---|---|---|---|---|
|
|
|
|
|
|
New Second Wave options
The Second Wave settings can be consulted during a game but it can't be changed. Second Wave also has new options:
- Training Roulette - Each soldier's training tree will be mostly randomly generated. Does not apply to MEC Troopers.
- After a soldier is assigned to a class and receives the starting ability the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class weapons, such as Rockets.
- Does not affect the Psionic ability choices.
- Save Scum – Loading a save game will reset the random number seed, so taking an identical action may yield different results.
- Aiming Angles – Units receive an aim bonus the closer they are to flanking an enemy.
- Itchy Trigger Tentacle - Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.
- Mind Hates Matter - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.
Training Roulette Random Abilities
All other abilities not listed below are still available as choices on the usual ranks. A Heavy Colonel will still have Rocketeer and Mayhem available, for instance.
Perks that are still locked to Class and Rank:
- Assault: Run & Gun (Squaddie), Close and Personal (Sergeant), Rapid Fire (Lieutenant), Killer Instinct (Colonel)
- Heavy: Fire Rocket (Squaddie), Shredder Rocket (Sergeant), Danger Zone (Lieutenant), Rocketeer and Mayhem (Colonel)
- Sniper: Headshot (Squaddie), Snap Shot & Squad Sight (Corporal), Disabling Shot (Lieutenant), In The Zone and Double Tap (Colonel)
- Support: Smoke Grenade (Squaddie), Smoke and Mirrors (Sergeant), Dense Smoke & Combat Drugs (Captain)
Perks that can be randomly assigned to any Class and Rank:
- Aggression, Tactical Sense, Lightning Reflexes, Flush, Bring 'Em On, Close Combat Specialist, Extra Conditioning, Resilience (Assault)
- Bullet Swarm, Holo-Targeting, Suppression, HEAT Ammo, Rapid Reaction, Grenadier, Will To Survive (Heavy)
- Damn Good Ground, Gunslinger, Battle Scanner, Executioner, Opportunist, Low Profile (Sniper)
- Sprinter, Covering Fire, Field Medic, Suppression, Revive, Deep Pockets, Savior, Sentinel (Support)
Notes
- The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities.
- It is most difficult to get the Field Medic, Revive and Savior combination, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.
- On the other hand, some other very interesting possibilities open up: Snipers with Sentinel, Aggression and Opportunist. Assaults with Sprinter, Lightning Reflexes and Battle Scanner. Heavies with Resilience, Will To Survive and Extra Conditioning, etc.
- Council awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.
- Deep Pockets + Grenadier (any class) give you 3 grenades. Add Tactical Rigging and that's 6 grenades per soldier.
Some combinations are still unclear on how they play out:
- Rapid Reaction + Sentinel (any class). Which one wins? Sentinel seems the best choice of both but what happens with a soldier with both? Does it only fire the 2nd shot if the 1st one hits or does it always fire two shots on Overwatch?
- Bullet Swarm + Rapid Fire (Assaults). In theory this would allow 3 shots, just like using the new Close and Personal and Rapid Fire on the same turn.
- Bullet Swarm + Double Tap (Snipers). Which one wins? Can a Sniper fire 2 regular shots on a single turn OR fire 2 shots, either normal, Headshot or Disabling Shot, with a 1 turn cooldown. Or can a Sniper choose on each turn between both?
Tactical
- Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving.
- Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the Ghost Grenade.
- Panicked soldiers will have chance to hit decreased, so friendly fire is less deadly.
- Alien starting areas have been changed.
- The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.
- On Terror missions, AoE attacks will have the "Friendly Fire" warning for civillians.
New Maps
- Maps: Some maps have been "tweaked", some to address exploding car issues and to add Meld Canisters.
- The old and new maps are mixed together but the game is set so that you'll see more of the new maps during a gameplay.
- There's four new maps that deal with crashed UFOs in a destroyed city and in a Farm. There's also a Dam map on the Progeny campaign.
- There are 44 new maps.
- A snow covered map is used in the final Progeny mission.
- Other maps include a Bank, Ice Cream Shop, Road House, Coffee Shop, Construction Site and a new Truck Stop. There's also a Tire Shop map (both for Abductions and Covert Operations missions) and an Highway Construction outdoors map which is a combination of forest and construction environments.
- One of the new Council missions is on a coastal whaling station.
- Office Paper can now be the site of a terror mission.
- There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of Skyranger).
- The Museum map has been removed for both Abductions and the Council mission.
- GasStation and Demolition maps have been replaced by new versions.
List of Maps
New Maps | Redesigned Maps | Covert Extraction | Covert Data Recovery |
---|---|---|---|
|
|
|
|
Council Extraction Mission Map
- Street Hurricane Terror now replaces the Museum map (which has been completely removed on EW) for the Thomas Hutch mission.
New Missions
Operation Progeny
Operation Progeny is a new campaign on the Enemy Within DLC (EW) consisting of 3 linked Council missions, similar to the previous Slingshot campaign. Like Slingshot, Progeny is optional and can be toggled on/off when choosing the game options at start.
Progeny was created to be released as the 2nd planned standalone DLC for XCOM: Enemy Unknown but its release was cancelled after a general less than positive response to Slingshot and Firaxis decided instead to include it on EW. Thus, the narrative has suffered some changes from the original version to fit with the additions brought by EW to the XCOM universe, namely the EXALT and the Base Defense missions.
The campaign consists of 3 missions, called Portent, Deluge and Furies and revolves about a new French character, Annette Durand, who has a special power that makes her a target of interest for XCOM, the Aliens and EXALT.
The first mission, Portent takes place in April and the following missions, Deluge and Furies will only happen after the Alien Base Assault and XCOM Base Defense missions are completed. According to Dr. Vahlen, Annette is the reason behind the assault the XCOM HQ since the aliens managed to use her psionic powers to mass control XCOM personnel and allow the raid to happen.
After Deluge is completed, Annette will become an XCOM soldier at the Barracks, with a random class and the rank of Sergeant, and is guaranteed to be psionic when tested. Successfully completing Furies can also give you up to 3 additional soldiers, all at Lieutenant rank and all guaranteed psionics.
- Note: Annette and Shaojie Zhang are the only two playable characters with unique voiceovers during combat, and may be worth taking for this reason alone.
As part of EW's expanded storyline, Progeny's missions are not essential, but they add to the overall story of the fight against EXALT and the alien collective, while Slingshot is its own side plot. However, Progeny's missions are not as profitable. For a better comparison of both campaigns check Progeny vs. Slingshot.
XCOM HQ Base Defense
Mission Objectives |
The invaders have infiltrated XCOM in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.
|
Source: XCOM: Enemy Within DLC
|
Notes
- This mission is always called: Operation Ashes and Temples.
- The Aliens can now attack the XCOM HQ once during a game, resulting on a Base Defense mission against the aliens.
- Base Defense always takes place 2-3 weeks after you've assaulted the Alien Base.
- While you're scanning for activity the Hologlobe on Mission Control will start to flicker and there will be a cinematic showing sections of the XCOM HQ exploding or being attacked by mind controlled XCOM personnel. Afterwards Bradford will inform you that alien intruders have been detected and you'll need to defend HQ's Delta Section.
- You'll start with some veteran soldiers and base security personnel (a.k.a. Blueshirts). Delta section has been cut off and you'll have to defend it from the aliens. The aliens will attack in waves.
- The soldiers you get will always be the ones at the top of the list in the "view soldiers" area of the Barracks, which orders your soldiers first by rank, then by missions, then kills and finally arrival date.
- Soldiers that are injured, on covert operations, in psionic testing, in the genetics lab or undergoing cybernetic augmentation at the time that the aliens strike are "unavailable" and will be passed over when the game selects your starting soldiers and reinforcement waves.
- If you lose the mission you'll lose the game.
- You can restart the mission if you lose with a new RNG seed, this will work with Ironman enabled too.
- Your combat soldiers will be equipped with what they have at the moment in the Barracks and the base security will have Assault Rifles and Frag Grenades.
- Keeping your highest ranked soldiers equipped is one of the most crucial things you can do to make this mission easier.
- You'll get 3 waves of reinforcements each time Bradford informs you that they've managed to reopen the security door.
- Each time you receive reinforcements you'll get 1 of your combat soldiers, plus 0-2 Blueshirts.
- You will only receive reinforcements in the second and third waves if you have taken combat losses, as the game will not allow you to have more than 8 active soldiers at once.
- The Blueshirts will have -1 HP and -10 Will than a Rookie.
- If you get Tactical Rigging, the base security personnel will have 2 grenades instead of one.
- Although Base Security personnel may earn promotions during the mission, you won't get to keep them as soldiers.
- Delta Section has a rectangular design, consisting of 4 linked sections: Rear Guard Station, Command Center, Mech Bay and Forward Access Tunnel.
- At the end of the mission Bradford will comment that "we still need to find how this was possible", although you'll need to play the Progeny campaign to learn about it.
- Depending on game progression, the Ethereal may be introduced in this mission
Council Mission
- Site Recon - Our sources indicate a developing incident in Newfoundland, up the coast from St. John's. A fishing village has gone dark: reports from intel sources suggest alien involvement. We should send a team to investigate the site and figure out what happened.
- This mission involves a Chryssalids hive. C-Hive is always the first Council mission after you fight Chryssalids for 1st time. After it, it becomes a random Council mission like the others.
Interface Changes
- There is an inventory button to strip away all items from Soldiers not in the squad lineup ("Make items available").
- You can now personalize your soldier's voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers nicknames as well.
- As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers.
- Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.
- A.C. Clarke's quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: Those who play with the devil’s toys will be brought by degrees to wield his sword.
- Color customization options now apply also to weapons being carried by the soldier, as well as armor.
- MEC Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.
- More helmets, armor decos and colors.
Advanced Options
Before starting a game it is possible to choose between a number of options:
- Tutorial
- Meld Tutorial
- Operation Slingshot
- Operation Progeny
- Ironman
- Reduced Beginner VO - To shut up Drs. Vahlen and Shen.
New Steam Achievements
The following achievements are available on Steam ([4])
MECs and GMods
- Anger Management
Proc Combat Rush on the entire squad (min. 4)
- Rise of the Machines
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission
- Mutatis Mutandis
Field a squad where all members have at least two modifications (min. 4) and win the mission
- Mental Minefield
Kill an enemy as it is psionically attacking you in single player
- Tingling Sensation
Kill an unseen enemy detected by a specially modified soldier in single player
- Steel Martyr
Deploy three tactical subsystems on a single soldier in single player
- Enemy Within
Get a Soldier to have 5 modifications in single player
- Who Needs Limbs?
Augment a soldier in single player
- A Little Bit Alien
Modify a soldier in single player
- Mind the Step
Jump two stories in one move in single player
- Someone Your Own Size
Kill a Muton Berserker in melee combat in single player
- The Meld Squad
Field a fully enhanced squad and win the mission
- By Our Powers Combined
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission
- Nice Cover
Use Collateral Damage to blow up a car in single playe
Mechtoids and Seekers
- Taking A Load Off
Stop a squad member from suffocating in single player
- Shieldbuster
Eliminate an enemy's shield and kill it on the same turn in single player
Gameplay
- Guardian of Earth
Designate a highly decorated soldier as the Volunteer
- Pain in the Neck
Cause an enemy to suicide
- An Army Of Four
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)
Operation Progeny
- Solid Prospect - Progeny (Slingshot type Council mission)
Complete Deluge
- Ours are the Furies - Progeny (Slingshot type Council mission)
Complete Furies
EXALT
- Remington… Max Remington
Have your special-duty soldier kill three enemies in the same mission
- Elite Defense
Beat a new special mission without losing any assets
- G’day
Kill an elite enemy Sniper with one of your own snipers in single player
- Regenerate This
Kill an elite enemy Medic with explosive damage in single player
- Apotheosis Denied
Deal with the newest global threat
- Where in the World
Make certain of the new threat's location
Base Defense
- All Hands on Deck
Get at least 4 kills with XCOM Base Security personnel
- They Shall Not Pass
Eliminate all alien waves
Council
- Zom-B-Gone
Eradicate the infestation
Bug Fixes
Several issues have been fixed, including Line of Sight.
- Teleporting of aliens has been removed.
- Flanking bugs have been fixed.
- This includes the 'glitch' of a cornered alien that's flanked and being Overwatched going into "panic" (a.k.a. "Overwatch Freeze") and no longer taking actions.
Modding
- In one of the interviews there's a mention by the lead designer that they moved more settings to the game's .INI files rather than the Unreal script to help modders.
Multiplayer
- You can now edit your squad on offline mode.
- 8 more maps for Multiplayer.
- Grenades/Rockets and XCOM Rookies cost have been reduced, because they're considered overpriced.
- EXALT units can be used.
Easter Eggs
The Bureau: XCOM Declassified
William Carter
- Giving a soldier the name William Carter will bring forth an XCOM Hero in homage to the main character on the Bureau.
- Carter's fedora hat is now available as a new hair style.
William "Old Timer" Carter is a unique American Assault class soldier and the main protagonist in the prequel, The Bureau: XCOM Declassified.
Carter loadout:
As a Colonel, he will have the following abilities:
Squaddie |
Run and Gun |
Corporal |
Tactical Sense |
Sergeant |
Close and Personal |
Lieutenant |
Rapid Fire |
Captain |
Close Combat Specialist |
Major |
Extra Conditioning |
Colonel |
Resillience |
He is capable of MEC conversion and Gene Mods, but cannot undergo Psi testing (presumably because Asaru is no longer connected to him). His voice pack is a generic one, and not Mark Hildreth [5].
Other
- The Meld Recombination research project states on the project results description: "While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost".
X-COM: Terror From The Deep
- During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, Bradford will comment "That ship didn't just run aground... it looks like it was overrun. I'd say that's the likely source of our Chryssalid problem... I guess we should just be thankful it wasn't a cruise liner."
- Afterwards, if the mission is successful, the debriefing will say: "We've got a hint of how at least one of the aliens would transform the Earth, if given the chance. We'll have to assess future risk to the world's oceans from the Chryssalid reproductive processes the squad documented."