Difference between revisions of "XCOM: Enemy Within DLC (EU2012)"

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[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]
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[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]
[[Image:Devil's Toys.png|right|450px|]]
 
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]
 
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]
 
  
 
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|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.
 
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|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.
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==General Details==
 
==General Details==
 
* The PC version costs 30$ and the Console 40$.
 
* 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 DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.
+
* The PC 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 DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|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.
 
* 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 (UPDATED)==
 
==The Meld (UPDATED)==
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* The Meld is a new alien resource that is present in [[Meld Canister (EU2012)|canisters]] on several maps (Abductions and [[UFOs (EU2012)|UFOs]]). Meld can also be recovered from [[Mechtoid (EU2012)|Mechtoid]] and [[Heavy Floater (EU2012)|Heavy Floater]] bodies.  
 
* The Meld is a new alien resource that is present in [[Meld Canister (EU2012)|canisters]] on several maps (Abductions and [[UFOs (EU2012)|UFOs]]). Meld can also be recovered from [[Mechtoid (EU2012)|Mechtoid]] and [[Heavy Floater (EU2012)|Heavy Floater]] bodies.  
 
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.
 
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.
* Meld cannot be sold at the [[Grey Market (EU2012)|Grey Market]].
+
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&feature=youtu.be&noredirect=1]
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters.
 
 
* The 2 [[Meld (EU2012)|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.
 
* The 2 [[Meld (EU2012)|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 [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).
+
** 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 ([http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby.
+
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]
* Meld canisters can be destroyed with explosives.
+
* Meld canisters can be destroyed with explosives. [http://www.youtube.com/watch?v=1uMHNOuj5SU]
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you'll automatically recover any unexploded Meld containers, including still hidden ones.
+
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you'll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].
 
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).
 
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|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.
 
** 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.
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** 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.
 
** 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 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.
+
* There is a small tutorial to show how Meld works.  
*Some aliens, particulary Mechtoids and Heavy Floaters, do drop small quantities of Meld, as well.
 
 
<gallery widths=300px heights=200px perrow=2>
 
<gallery widths=300px heights=200px perrow=2>
 
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining
 
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining
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[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]
 
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]
 
* Emblem translation (Lit): "Change to Protect" (To bring change to the custodian)
 
* Emblem translation (Lit): "Change to Protect" (To bring change to the custodian)
* Gene Mods require to build first the [[Genetics Lab (EU2012)|Genetics Lab]] before applying any modifications for your genetic modifications for your [[Soldiers (EU2012)|soldiers]].
+
* [[Aliens (EU2012)|Alien]] [[Research (EU2012)|autopsies]] will reveal genetic modifications ("[[Gene Mods (EU2012)|Gene Mods]]") for your [[Soldiers (EU2012)|soldiers]].  
* Gene Mods require [[Meld (EU2012)|Meld]].
+
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped but still paying the cost of the new Gene Mod).
 
* After completing [[Meld Recombination (EU2012)|Meld Recombination]] research, it will unlock 3 starting Gene Mods: :Hyper Reactive Pupils, Depth Perception and Hyper Adaptive Bone Marrow. The rest of the Gene Mods require [[Research (EU2012)|autopsies]] on several [[Aliens (EU2012)|Alien]] species.
 
 
 
 
<br clear="all">
 
<br clear="all">
 
====Genetics Lab Projects (UPDATED)====
 
====Genetics Lab Projects (UPDATED)====
 
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]
 
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]
* 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.
+
* 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 [http://robotsgonebad.com/2013/11/the-new-units-in-xcom-enemy-within-part-i/].
 
* Modded soldiers will have a specific icon, with their class icon superimposed over it.  
 
* Modded soldiers will have a specific icon, with their class icon superimposed over it.  
 
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.
 
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.
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[[File:Neural Feedback (EU2012).png|128px|right|Neural Feedback]]
 
[[File:Neural Feedback (EU2012).png|128px|right|Neural Feedback]]
 
* '''Neural Feedback''' - ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.''
 
* '''Neural Feedback''' - ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.''
** Cost: §35, 10 Meld, requires [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] Research.
+
** Cost: §35, 10 Meld  
 
** Base damage 7
 
** Base damage 7
 
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** Cost: §35, 20 Meld, requires [[Berserker Autopsy (EU2012)|Berserker Autopsy]] Research.
 
** Cost: §35, 20 Meld, requires [[Berserker Autopsy (EU2012)|Berserker Autopsy]] Research.
 
<br clear="all">
 
<br clear="all">
 
 
=====Eyes=====
 
=====Eyes=====
 
[[File:Hyper Reactive Pupils (EU2012).png|128px|right|Hyper Reactive Pupils]]
 
[[File:Hyper Reactive Pupils (EU2012).png|128px|right|Hyper Reactive Pupils]]
 
* '''Hyper Reactive Pupils''' - ''Confers +10 Aim to any shot after a miss.''
 
* '''Hyper Reactive Pupils''' - ''Confers +10 Aim to any shot after a miss.''
** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research.
+
** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research)
 
** Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this.
 
** Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this.
 
<br clear="all">
 
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[[File:Depth Perception (EU2012).png|128px|right|Depth Perception]]
 
[[File:Depth Perception (EU2012).png|128px|right|Depth Perception]]
 
* '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.
 
* '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.
** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research.
+
** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research).
 
** On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...
 
** On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...
 
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===MEC Trooper===
 
===MEC Trooper===
[[Image:Bellator (EU2012).png|right|100px|MEC Trooper Insignia]]
+
[[Image:Bellator (EU2012).png|right|128px|MEC Trooper Insignia]]
 
* Emblem translation: "Warrior in the Machine"
 
* Emblem translation: "Warrior in the Machine"
* MECs require building first the [[Cybernetics Lab (EU2012)|Cybernetics Lab]] before they can be created.
+
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.
+
 
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.
+
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired. You cannot deploy a MEC Trooper without a 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.
 
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.
* There are 2 new options on [[Engineering (EU2012)|Engineering]]: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).
+
* There are 2 new options on Engineering: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).
[[Image:CLASS MECH.png|right|100px|MEC Trooper class icon]]
+
* 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.~
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible.
+
[[Image:Base Augments (EU2012).png|right|128px|Base Augments]]
* MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit.  
+
* After a soldier is converted into a MEC he/she will wear a metal endoskeleton called '''Base Augments''' as armor.
* MECs can't use [[Cover (EU2012)|Cover]] (and they can't be flanked). This mean that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.
+
* According to the developers MECs are very expensive to purchase.
* MEC Troopers get monotone, Robocop-esque voice.
+
* MECs can't use [[Cover (EU2012)|Cover]] (and they can't be flanked). This mean that they probably have the '''Hardened''' ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.
 +
* As per GameSpot article, MEC Troopers get monotone, Robocop-esque voice.
 
====Primary Weapons (UPDATED)====
 
====Primary Weapons (UPDATED)====
 
[[File:Minigun (EU2012).png|right|128px|Minigun]]
 
[[File:Minigun (EU2012).png|right|128px|Minigun]]
 
* Primary Weapon: '''[[Minigun (EU2012)|Minigun]]'''
 
* Primary Weapon: '''[[Minigun (EU2012)|Minigun]]'''
**Always available, does not need to be manufactured.
 
 
**Tactical Info
 
**Tactical Info
 
***''Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage''
 
***''Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage''
 
***''Only equipped by MEC troopers''
 
***''Only equipped by MEC troopers''
 
***''Risk of catastrophic overheating precludes suppression with this weapon''
 
***''Risk of catastrophic overheating precludes suppression with this weapon''
 +
**Always available, does not need to be manufactured.
 
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[[File:Railgun (EU2012).png|right|128px|Railgun]]
 
[[File:Railgun (EU2012).png|right|128px|Railgun]]
 
* Primary Weapon: '''[[Railgun (EU2012)|Railgun]]'''
 
* Primary Weapon: '''[[Railgun (EU2012)|Railgun]]'''
 
**''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.''  
 
**''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.''  
**Research required: [[Heavy Lasers (EU2012)|Heavy Lasers]].  
+
**Research required: Heavy Lasers. Cost: §70, 30 Alien Alloys, 10 Engineers.
**Cost: §70, 30 Alien Alloys, 10 Engineers.
 
 
**Tactical Info
 
**Tactical Info
***''Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage''
+
***''Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage)''
 
***''Miniaturized power supply derived from laser tech.''
 
***''Miniaturized power supply derived from laser tech.''
 
***''Only equipped by MEC troopers''
 
***''Only equipped by MEC troopers''
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[[File:Particle Cannon (EU2012).png|right|128px|Particle Cannon]]
 
[[File:Particle Cannon (EU2012).png|right|128px|Particle Cannon]]
*''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.''
+
* Primary Weapon: '''[[Particle Cannon (EU2012)|Particle Cannon]]'''
*Primary Weapon: '''[[Particle Cannon (EU2012)|Particle Cannon]]'''
 
**Research required: [[Heavy Plasma (EU2012)|Heavy Plasma]].
 
**Cost: $325, 40 Alien Alloys, 40 Elerium, 40 Engineers.
 
 
**Tactical Info
 
**Tactical Info
***''Effective range: Medium; 9-11 base damage, 10% critical chance, 15-17 critical damage''
+
***''Effective range: ?; 9-11 base damage, 10% critical chance, ? critical damage''
***''Devastating plasma-based MEC weapon''
+
**Research required: ?. Cost: $325, 40 Alien Alloys, 40 Elerium, 40 Engineers.
***''Only equippable by MEC Troopers''
 
***''Risk of catastrophic overheating precludes suppression with this weapon''
 
 
 
 
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====MEC Suits====
 
====MEC Suits====
[[Image:Base Augments (EU2012).png|right|128px|Base Augments]]
+
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:
After a soldier is converted into a MEC he/she will wear a metal endoskeleton called '''Base Augments''' as its body and wear a MEC Suit during battle. 
 
 
 
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.
 
<br clear="all">
 
 
====='''[[MEC-1 Warden (EU2012)|MEC-1 Warden]]=====
 
====='''[[MEC-1 Warden (EU2012)|MEC-1 Warden]]=====
 
[[File:MEC-1 (EU2012).png|right|128px|MEC-1 Warden]]
 
[[File:MEC-1 (EU2012).png|right|128px|MEC-1 Warden]]
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* Gives +8 Health (+11 Health with Shaped Armor Foundry project), +10 Defense, +10 Will
 
* Gives +8 Health (+11 Health with Shaped Armor Foundry project), +10 Defense, +10 Will
 
* Tactical Subsystems:  
 
* Tactical Subsystems:  
**'''[[Kinetic Strike Module (EU2012)|Kinetic Strike Module]]''' - ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.''
+
**'''[[Kinetic Strike Module (EU2012)|Kinetic Strike Module]]''' - ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.'' (''A melee attack that deals 12 [[Damage (EU2012)|damage]] to enemies and can destroy cover'').
***''Powerful melee attack that can damage an enemy unit as well as any intervening cover''
 
***''Can knock most enemies back, causing additional environmental damage''
 
***''Supporting joint and skeletal reinforcements enhance the MEC's mobility, allowing it to close to melee range more easily''
 
 
** Can be freely aimed (but must be next to target).
 
** Can be freely aimed (but must be next to target).
 
** Custom kill animations against Mechtoids, Sectopods and Berserkers.
 
** Custom kill animations against Mechtoids, Sectopods and Berserkers.
** Notable Kills: Cyberdisks get knocked a few squares away, will explode where it lands. Ethereals won't explode. Thin Men release gas right away (but MEC Troopers are immune). Sectopod's explosion causes 5 HP damage to anything around it.
+
** Notable Kills: Cyberdisks get knocked a few squares away, will explode where it lands. Etherials won't explode. Thin Men release gas right away (but MEC Troopers are immune). Sectopods's explosion causes 5HP damage to anything around it.
**'''[[Flamethrower (EU2012)|Flamethrower]]''' - ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' ***''Devastating cone-shaped flame attack''
+
**'''[[Flamethrower (EU2012)|Flamethrower]]''' - ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' (''Does 9 fire damage to units in the damage cone, and splits to 1 extra tile at cone's edge. Causes panic to enemies and sets fire to the environment.'')
***''Burns the area the MEC can see and that is within the aiming template''
 
***''Flame will then spill up to 1 tile further, if unimpeded''
 
***''Does not affect robots or other flame-immune units''
 
***''Affected units will run in panic''
 
 
*** Works only on units on the ground. Not wall-piercing. Flame takes time to damage cover. Red and yellow highlights on floorgrid show area, affected units highlighted.
 
*** Works only on units on the ground. Not wall-piercing. Flame takes time to damage cover. Red and yellow highlights on floorgrid show area, affected units highlighted.
 
====='''[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]=====
 
====='''[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]=====
 
[[File:MEC-2 (EU2012).png|right|128px|MEC-2 Sentinel]]
 
[[File:MEC-2 (EU2012).png|right|128px|MEC-2 Sentinel]]
 
* Requires [[UFO Power Source (EU2012)|UFO Power Source]] research.
 
* Requires [[UFO Power Source (EU2012)|UFO Power Source]] research.
* Upgrade cost: §32, 60 Meld, 10 Engineers.
+
* Upgrade cost: §32, 60 Meld units, 10 Engineers.
 
* Gives +12 Health (+15 Health with Shaped Armor Foundry project), +10 Defense, +15 Will
 
* Gives +12 Health (+15 Health with Shaped Armor Foundry project), +10 Defense, +15 Will
 
* Tactical Subsystems:  
 
* Tactical Subsystems:  
**'''[[Grenade Launcher (EU2012)|Grenade Launcher]]''' - ''MECs can make for their lack of thrown grenade capability with a long-range grenade launcher.''
+
**'''[[Grenade Launcher (EU2012)|Grenade Launcher]]''' - ''MECs can make for their lack of thrown grenade capability with a long-range grenade launcher.'' (deals 4-5 damage)
***''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''
 
 
*** Similar to Bombard
 
*** Similar to Bombard
 
**'''[[Restorative Mist (EU2012)|Restorative Mist]]''' - ''Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.''
 
**'''[[Restorative Mist (EU2012)|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''
+
*** Includes self, AoE. Does not stabilize Critically Wounded soldiers.
***''Affects all nearby allies instead of a single target''
 
*** Includes self and units in Area of Effect. Does not stabilize Critically Wounded soldiers.
 
 
=====[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]=====
 
=====[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]=====
 
[[File:MEC-3 (EU2012).png|right|128px|MEC-3 Paladin]]
 
[[File:MEC-3 (EU2012).png|right|128px|MEC-3 Paladin]]
 
* Requires [[Titan Armor (EU2012)|Titan Armor]] research.
 
* Requires [[Titan Armor (EU2012)|Titan Armor]] research.
* Upgrade cost: §106, 100 Meld, 25 Engineers.
+
* Upgrade cost: §106, 100 Meld units, 25 Engineers [http://www.youtube.com/watch?v=ZYcwFf5Sv7M].
 
* Gives +16 Health (+19 Health with Shaped Armor Foundry project), +10 Defense, +20 Will
 
* Gives +16 Health (+19 Health with Shaped Armor Foundry project), +10 Defense, +20 Will
 
* Tactical Subsystems:  
 
* Tactical Subsystems:  
 
**'''[[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]]''' - ''Proximity mines can be deployed at medium range, and will wait nearby enemy movement before triggering their explosive charges.''
 
**'''[[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]]''' - ''Proximity mines can be deployed at medium range, and will wait nearby enemy movement before triggering their explosive charges.''
***''Deploys an explosive mine''
+
*** Tossing through a UFO's Light Door will open it.  
***''The mine will detonate when an enemy enters its activation radius''
+
*** Other AoE attacks will cause the mines to go off in a sympathetic explosion, giving you a nice combo.
***''If the mine is in any explosive's blast radius, it will detonate''
 
*** Tossing through a UFO's door will open it.  
 
*** Other Area of Effect attacks will cause the mines to go off in a sympathetic explosion, giving you a nice combo.
 
 
**'''[[Electro Pulse (EU2012)|Electro Pulse]]''' - ''MECs can stun organic enemies and damage robotic ones with this area-of-effect electric shock device''
 
**'''[[Electro Pulse (EU2012)|Electro Pulse]]''' - ''MECs can stun organic enemies and damage robotic ones with this area-of-effect electric shock device''
***''Discharges a violent electromagnetic pulse''
 
***''Damages all nearby organic units, including allies''
 
***''Stuns robotic units for one turn''
 
  
 
====MEC Abilities (UPDATED)====
 
====MEC Abilities (UPDATED)====
Line 271: Line 234:
 
===Mechtoid (UPDATED)===
 
===Mechtoid (UPDATED)===
 
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]
 
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]
* The [[Mechtoid (EU2012)|Mechtoid]] is a MEC developed by the aliens for Sectoids. The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield but the Mechtoid won't die if the merger is killed.  
+
* Aliens also have two confirmed new units, including the [[Mechtoid (EU2012)|Mechtoid]] (UPDATE) (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&utm_medium=rss&utm_campaign=articles](but it won't die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.
* Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower.  
+
* In another [http://www.2kgames.com/blog/community-2k-exclusive-developer-blog-the-mechtoid post] at the 2K forums, Ananda Gupta has revealed more details about the Mechtoid:
*Mechtoids replace Sectoids as the game progresses.
+
** The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage to the Mechtoid.  
* The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage to the Mechtoid.  
+
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized [[Aliens (EU2012)|alien]].  
* Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized [[Aliens (EU2012)|alien]].  
+
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid's pilot corpse and 1 [[Mech Core (EU2012)|Mech Core]].
* Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid's pilot corpse and 1 [[Mechtoid Core (EU2012)|Mechtoid Core]].
+
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: ''' Shaped Armor''' (adds extra health to MECs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and '''Advanced Servomotors''', which increases mobility for these 2 armored units.  
* [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: ''' Shaped Armor''' (adds extra health to MECs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and '''Advanced Servomotors''', which increases mobility for these 2 armored units.  
+
** Killed Mechtoids will also grant small amounts of [[Meld (EU2012)|Meld]].
* Killed Mechtoids will also grant small amounts of [[Meld (EU2012)|Meld]].
 
  
 
===Seeker (UPDATED)===
 
===Seeker (UPDATED)===
 
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]
 
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]
* The [[Seeker (EU2012)|Seeker]] (UPDATED) is a biomechanic floating squid, somewhat similar in concept to TFTD's [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]'s eyes.
+
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] (UPDATED) and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD's [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]'s eyes.
* Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone [[Soldiers (EU2012)|soldiers]] (such as [[Sniper (EU2012)|Snipers]] with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take [[Damage (EU2012)|damage]] each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a weapon similar to a [[Plasma Pistol (EU2012)|Plasma Pistol]].  
+
** Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone [[Soldiers (EU2012)|soldiers]] (such as [[Sniper (EU2012)|Snipers]] with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take [[Damage (EU2012)|damage]] each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack.  
* Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]] and arrive during April. They can be detected through the Battle Scanner and the '''Biometric''' Skin [[Gene Mods (EU2012)|Gene Mod]]. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].
+
** Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]] and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].[http://www.cinemablend.com/games/XCOM-Enemy-Within-Make-You-Fear-Seeker-59134.html]
*This last characteristic can also flavor mobile [[Squads (EU2012)|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.
+
***This last characteristic can also flavor mobile [[Squads (EU2012)|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 [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only enemy that can occupy the same space as another unit.
+
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW's Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strangle [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only [[XCOM (EU2012)|XCOM]] enemy that can occupy the same space as another unit.
  
 
<br clear="all">
 
<br clear="all">
 
 
===Other Alien Changes (UPDATED)===
 
===Other Alien Changes (UPDATED)===
 
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 14).
 
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 14).
Line 296: Line 257:
 
* Additionally, AI for old enemy types has been slightly tweaked.
 
* 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 Trooper (EU2012)|MEC]] related death sequences
 
* Existing aliens are getting more "death" animations as development team had to create a new set of [[MEC Trooper (EU2012)|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).
 
  
 
==[[EXALT (EU2012)|EXALT]] (New Faction)==
 
==[[EXALT (EU2012)|EXALT]] (New Faction)==
Line 305: Line 262:
 
*EXALT is a new global human threat. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.
 
*EXALT is a new global human threat. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.
 
*EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination.
 
*EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination.
*EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts's to fight the invasion.
+
*EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts's to fight the invasion. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]
 
*Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.
 
*Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.
 
*The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level.  
 
*The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level.  
Line 314: Line 271:
 
===EXALT Operations===
 
===EXALT Operations===
 
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]
 
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]
*Intel scans cost 50§ (the first each month, the 2nd will cost §100) and will reveal any additional cells to the ones already revealed.  
+
*Intel scans cost 50§ (and slowly increase) and will reveal any additional cells to the ones already revealed.  
 
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations.  
 
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations.  
 
*After a while an exposed EXALT cell will relocate to another country and become hidden.   
 
*After a while an exposed EXALT cell will relocate to another country and become hidden.   
Line 322: Line 279:
 
**Research Hack - Slow down XCOM's current [[Research (EU2012)|research]].
 
**Research Hack - Slow down XCOM's current [[Research (EU2012)|research]].
 
* Also, if you turn down an [[Alien Abductions (EU2012)|abduction]] in Africa and there's an exposed EXALT cell on that country then the resulting panic from the Abduction is further increased.
 
* Also, if you turn down an [[Alien Abductions (EU2012)|abduction]] in Africa and there's an exposed EXALT cell on that country then the resulting panic from the Abduction is further increased.
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks. Each Lab recovers 20% of the data that was lost.
+
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks.
 +
*Like with dealing with the [[Cult_Of_Sirus|Cult of Sirus]]; regular counter-operations to keep them neutered means XP, swag, and less hassle for you
  
 
===[[Covert Operations (EU2012)|Covert Operations]] Missions===
 
===[[Covert Operations (EU2012)|Covert Operations]] Missions===
Line 365: Line 323:
  
 
====[[EXALT Base Raid (EU2012)|EXALT Base Raid]]====
 
====[[EXALT Base Raid (EU2012)|EXALT Base Raid]]====
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]
 
 
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ.  
 
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ.  
 
* Once you get 3 clues you may make an accusation (raid) against a country.  
 
* Once you get 3 clues you may make an accusation (raid) against a country.  
Line 375: Line 332:
  
 
===EXALT forces===
 
===EXALT forces===
[[Image:EXALT Agents 1.jpg||right|300px|EXALT Agents]]
+
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]
 
* EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]].
 
* EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]].
 
* Later there are Elite versions of all classes, using additional tech improvements.  
 
* Later there are Elite versions of all classes, using additional tech improvements.  
 
* EXALT weaponry is conventional at first but they will also upgrade their weapons to Laser/Plasma and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.
 
* EXALT weaponry is conventional at first but they will also upgrade their weapons to Laser/Plasma and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.
 
* They however do not gain [[MEC Trooper (EU2012)|MECs]]
 
* They however do not gain [[MEC Trooper (EU2012)|MECs]]
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. Their weapons however can be recovered and used instead of XCOM's models or sold at the Grey Market.
+
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. Their weapons however can be recovered and used instead of XCOM's models or sold at the Grey Market for §1 each.
<br clear="all">
 
 
====EXALT Stats & Weapons (UPDATED)====
 
====EXALT Stats & Weapons (UPDATED)====
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]
 
 
Check each individual unit's page:
 
Check each individual unit's page:
 
*[[EXALT Operative (EU2012)|EXALT Operative]]
 
*[[EXALT Operative (EU2012)|EXALT Operative]]
Line 396: Line 351:
 
*[[EXALT Elite Operative (EU2012)|EXALT Elite Operative]]
 
*[[EXALT Elite Operative (EU2012)|EXALT Elite Operative]]
 
**[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]
 
**[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]
**[[Alien Grenade (EU2012)|Alien Grenade]]
 
 
*[[EXALT Elite Sniper (EU2012)|EXALT Elite Sniper]]
 
*[[EXALT Elite Sniper (EU2012)|EXALT Elite Sniper]]
 
**[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]
 
**[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]
Line 407: Line 361:
  
 
<br clear="all">
 
<br clear="all">
 +
<center>
 +
<gallery widths=250px heights=150px perrow=3>
 +
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer
 +
Image:EXALT Agents 1.jpg|EXALT Agents
 +
</gallery>
 +
</center>
  
 
==XCOM Changes==
 
==XCOM Changes==
Line 508: Line 468:
 
**''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.''
 
**''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.''
 
**Requires [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] Research.
 
**Requires [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] Research.
**Cost: §35, 2 [[Thin Man Corpse (EU2012)|Thin Man Corpses]], 7 Engineers.
+
**Cost: §35, [[Thin Man Corpse (EU2012)|Thin Man Corpses]], 7 Engineers.
 
**Tactical Info:
 
**Tactical Info:
 
***''Creates a poison gas cloud at impact site''
 
***''Creates a poison gas cloud at impact site''
Line 518: Line 478:
 
* '''[[Ghost Grenade (EU2012)|Ghost Grenade]]'''  
 
* '''[[Ghost Grenade (EU2012)|Ghost Grenade]]'''  
 
** ''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.''
 
** ''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.''
** Gives friendly units on its area of effect the [[Abilities (EU2012)|ability]] to become invisible for a turn.
+
** Gives friendly units the [[Abilities (EU2012)|ability]] to become invisible for a turn.
 
** Requires [[Seeker Autopsy (EU2012)|Seeker Autopsy]] Research.
 
** Requires [[Seeker Autopsy (EU2012)|Seeker Autopsy]] Research.
**Cost: §200, 25 Elerium, 4 [[Seeker Wreck (EU2012)|Seeker Wrecks]], 10 Engineers.
+
**Cost: §200, 25 Elerium, [[Seeker Corpse (EU2012)|Seeker Corpses]], 10 Engineers.
 
**Tactical Info:
 
**Tactical Info:
 
***''Confers temporary stealth on all friendly units in blast radius''
 
***''Confers temporary stealth on all friendly units in blast radius''
Line 530: Line 490:
 
* '''[[Mimic Beacon (EU2012)|Mimic Beacon]]'''  
 
* '''[[Mimic Beacon (EU2012)|Mimic Beacon]]'''  
 
**''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.''
 
**''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.''
**Requires [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] Research.
 
 
**Cost: §50, 5 Engineers.
 
**Cost: §50, 5 Engineers.
 
**Tactical Info:
 
**Tactical Info:
Line 608: Line 567:
 
==Gameplay Changes==
 
==Gameplay Changes==
 
===Difficulty===
 
===Difficulty===
* [[Difficulty (EU2012)|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.
+
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes is slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties [http://www.youtube.com/watch?v=cWecplCwS4k&feature=youtu.be&noredirect=1].
 
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible 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 (UPDATED)====
 
====Research Times (UPDATED)====
Line 652: Line 611:
  
 
====New [[Second Wave (EU2012)|Second Wave]] options====
 
====New [[Second Wave (EU2012)|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:
+
As seen in the IGN video ([http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2 0:44]) the Second Wave settings menu is now available during a game. Second Wave also has new options:
 
* '''Training Roulette''' - After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]].  
 
* '''Training Roulette''' - After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]].  
** Does ''not'' affect the Psionic and Mec ability choices.
 
 
* '''Save Scum''' – Saving a game will reset the RNG seed for the shots.
 
* '''Save Scum''' – Saving a game will reset the RNG seed for the shots.
 
*'''Aiming Angles''' – the closer you get to [[Flanking (EU2012)|flank]] an [[Aliens (EU2012)|alien]], the more its [[Cover (EU2012)|cover]] bonus declines (works also against your soldiers).
 
*'''Aiming Angles''' – the closer you get to [[Flanking (EU2012)|flank]] an [[Aliens (EU2012)|alien]], the more its [[Cover (EU2012)|cover]] bonus declines (works also against your soldiers).
Line 671: Line 629:
 
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].
 
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].
 
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.
 
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.
* Alien starting areas have been changed.
+
* Alien starting areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the [[Outsider (EU2012)|Outsider]] starts outside a [[Small Scout (EU2012)|Small Scout]] instead of inside.
* The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.
+
* The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.[http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt 19:03]
 
===New Maps===
 
===New Maps===
 
* [[Maps (EU2012)|Maps]]: Some maps have been "tweaked", some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]].
 
* [[Maps (EU2012)|Maps]]: Some maps have been "tweaked", some to address exploding car issues and to add [[Meld Canister (EU2012)|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.  
 
* 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 (EU2012)|UFOs]] in a destroyed city and in a Farm. There's also a Dam map on the Progeny campaign.  
+
* There's two new map settings that deal with crashed [[UFOs (EU2012)|UFOs]] in a destroyed city and in a Farm. There's also a Dam map, most from the previously announced Progeny DLC (which will now be included with EW).  
* There are 44 new maps.
+
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there are 47 new maps.
* A snow covered map is used in the final Progeny [[Missions (EU2012)|mission]].
+
* Snow covered map is clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video] and has been confirmed to be used in the final Progeny [[Missions (EU2012)|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 [[Alien Abductions (EU2012)|Abductions]] and [[Covert Operations (EU2012)|Covert Operations]] missions) and an Highway Construction outdoors map which is a combination of forest and construction environments.
+
* Other maps confirmed by Ananda Gupta during Pax Prime include a Bank, Ice Cream Shop, Road House, Coffee Shop, Construction Site and a new Truck Stop.
* One of the new Council missions is on a coastal whaling station.   
+
* The EXALT demo also revealed a new Tire Shop map (both for [[Alien Abductions (EU2012)|Abductions]] and [[Covert Operations (EU2012)|Covert Operations]] missions) and an unnamed rainy outdoors map which looks like a combination of forest and construction environments.
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission.
+
* One of the new Council missions appears to be on a coastal whaling station.   
 +
* One of images below also shows a snow covered environment.
 +
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&feature=youtu.be&noredirect=1].
 
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]).  
 
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]).  
 
* The [[Museum (EU2012)|Museum]] map has been removed for both Abductions and the Council mission.
 
* The [[Museum (EU2012)|Museum]] map has been removed for both Abductions and the Council mission.
Line 758: Line 718:
 
====Operation Progeny (UPDATED)====
 
====Operation Progeny (UPDATED)====
 
[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]
 
[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]
* Progeny, the 2nd planned (and cancelled) DLC has been included in EW, adding a new [[The Council (EU2012)|Council]] campaign like [[Slingshot DLC (EU2012)|Slingshot]] is included with Enemy Within.
+
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&utm_medium=rss&utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW's lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new [[The Council (EU2012)|Council]] campaign like [[Slingshot DLC (EU2012)|Slingshot]] is included with Enemy Within.
* Both Slingshot and Progeny can be played on the same game.  
+
* Both Slingshot and Progeny can be played on the same playthrough.  
* The Progeny narrative has suffered changes to adapt it more with the EW expansion.
+
* Gupta also said that the Progeny narrative has suffered changes to adapt it more with the EW expansion.
 
** Progeny introduces [[Annette (EU2012)|Annette]], a French character who is kidnapped from French protection by [[EXALT (EU2012)|EXALT]], and the 3 missions involving her will include both EXALT and the [[Aliens (EU2012)|Aliens]] at some point.
 
** Progeny introduces [[Annette (EU2012)|Annette]], a French character who is kidnapped from French protection by [[EXALT (EU2012)|EXALT]], and the 3 missions involving her will include both EXALT and the [[Aliens (EU2012)|Aliens]] at some point.
**Annette has a [[Psionic (EU2012)|special power]] that makes her interesting to [[XCOM (EU2012)|XCOM]], the aliens and EXALT. Annette appears on the Security Breach [http://www.youtube.com/watch?v=fd9CmpLZVMI trailer].
+
**Annette has a [[Psionic (EU2012)|special power]] that makes her interesting to [[XCOM (EU2012)|XCOM]], the aliens and EXALT. Annette seems to appear on the Security Breach [http://www.youtube.com/watch?v=fd9CmpLZVMI trailer].
 
* If the operation is successful Annette can become a [[Soldiers (EU2012)|soldier]] that the player can control, like [[Shaojie Zhang (EU2012)|Zhang]] on [[Slingshot DLC (EU2012)|Slingshot]].
 
* If the operation is successful Annette can become a [[Soldiers (EU2012)|soldier]] that the player can control, like [[Shaojie Zhang (EU2012)|Zhang]] on [[Slingshot DLC (EU2012)|Slingshot]].
 
** There is a possibility that she may not always be recruited after the Operation.
 
** There is a possibility that she may not always be recruited after the Operation.
 +
* The first [[Missions (EU2012)|mission]] are in April and the last two will be in "interesting places".
 
* According Ananda Gupta about Slingshot and Progeny [https://twitter.com/agauntpanda/status/394991967727140865]: "they have different triggers. The first part of Progeny happens early. Prob done w/Slingshot by the time Progeny part 2 happens".
 
* According Ananda Gupta about Slingshot and Progeny [https://twitter.com/agauntpanda/status/394991967727140865]: "they have different triggers. The first part of Progeny happens early. Prob done w/Slingshot by the time Progeny part 2 happens".
 
*Progeny consists of 3 missions:
 
*Progeny consists of 3 missions:
Line 774: Line 735:
  
 
====XCOM HQ Base Defense====
 
====XCOM HQ Base Defense====
*The Aliens can now attack the XCOM HQ once during a game, resulting on a Base Defense mission against the aliens.
+
*Base Defense against the aliens has been confirmed on this [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game video] and this [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ one].
 
*While scanning for activity sections of the XCOM HQ will start being attacked by humans and you'll have to defend against an alien attack using a random group of soldiers consisting combat veterans and rookies (base security personnel). A section of the base has been cut off and you'll have to defend it from the aliens until reinforcements can arrive. The aliens will attack in waves.
 
*While scanning for activity sections of the XCOM HQ will start being attacked by humans and you'll have to defend against an alien attack using a random group of soldiers consisting combat veterans and rookies (base security personnel). A section of the base has been cut off and you'll have to defend it from the aliens until reinforcements can arrive. The aliens will attack in waves.
*If you lose the mission you'll lose the game.  
+
*If you lose the mission you'll lose the game. [http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2 IGN video], around 40:00.  
 
*Your combat soldiers are equipped with what they have at the moment in the Barracks for their last mission and the base security will have conventional weapons. You'll get 3 waves of reinforcements each time the security door is opened.  
 
*Your combat soldiers are equipped with what they have at the moment in the Barracks for their last mission and the base security will have conventional weapons. You'll get 3 waves of reinforcements each time the security door is opened.  
*The aliens will invade Delta section through 4 locations: Command Center/Rear Guard Station/Mech Bay/Forward Access Tunnel-
+
*The aliens will invade Delta section through 4 locations: Command Center/Rear Guard Station/Mech Bay/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.  
+
*At the end of the mission Bradford will comment that "we still need to find how this was possible", which may imply a new story subarc related to the Base Defense mission.  
*Base Defense takes place in May.
+
*Base Defense takes place in May.  
*Although Base Security personnel may be promoted at the end of the mission, you won't get to keep them as soldiers.  
 
 
*'''Mission Briefing''' - Operation Ashes and Temples
 
*'''Mission Briefing''' - Operation Ashes and Temples
 
**''The invaders have infiltrated XCOM HQ in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.  
 
**''The invaders have infiltrated XCOM HQ in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.  
Line 798: Line 758:
 
====Council Missions====
 
====Council Missions====
 
* '''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.''
 
* '''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.  
+
** This mission involves a Chryssalids hive. According to Gupta: "C-Hive is always the first Council mission after you fight them for 1st time, the 1st time you play. After that, it joins the random pool"[https://twitter.com/agauntpanda/status/397136049631006720]
  
 
==Interface Changes==  
 
==Interface Changes==  
 
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup ("Make items available").
 
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|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 (EU2012)|nicknames]] as well.
+
* 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 (EU2012)|nicknames]] as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers.  
 
 
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.
 
* [[Memorial (EU2012)|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.''
 
* 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.''
Line 818: Line 777:
 
*'''Reduced Beginner VO''' - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]].  
 
*'''Reduced Beginner VO''' - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]].  
 
<br clear="all">
 
<br clear="all">
 
 
==New Steam Achievements==
 
==New Steam Achievements==
The following [[Achievements (EU2012)|achievements]] are available on Steam ([http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/])
+
The following [[Achievements (EU2012)|achievements]] were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]
 
===MECs and GMods===
 
===MECs and GMods===
 
* '''Anger Management'''
 
* '''Anger Management'''
Line 850: Line 808:
 
*'''Nice Cover'''
 
*'''Nice Cover'''
 
Use Collateral Damage to blow up a car in single playe
 
Use Collateral Damage to blow up a car in single playe
 +
 
===Mechtoids and Seekers===
 
===Mechtoids and Seekers===
 
*'''Taking A Load Off'''
 
*'''Taking A Load Off'''
Line 855: Line 814:
 
*'''Shieldbuster'''
 
*'''Shieldbuster'''
 
Eliminate an enemy's shield and kill it on the same turn in single player
 
Eliminate an enemy's shield and kill it on the same turn in single player
 +
 
===Gameplay===
 
===Gameplay===
 
*'''Guardian of Earth'''
 
*'''Guardian of Earth'''
Line 893: Line 853:
 
* Teleporting of aliens has been removed.
 
* Teleporting of aliens has been removed.
 
* Flanking bugs have been fixed.
 
* 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.
+
** This includes the 'glitch' of a cornered alien that's flanked and being Overwatched going into "panic" and no longer taking actions.
  
 
==Modding==
 
==Modding==
Line 905: Line 865:
 
* EXALT units can be used.
 
* EXALT units can be used.
  
==Easter Eggs==
+
==Bureau Easter Eggs==
===[[The Bureau: XCOM Declassified]]===
+
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].
* Giving a soldier the name '''[[William Carter (Bureau)|William Carter]]''' will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.
+
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name '''William Carter''' will bring forth an XCOM [[Hero (EU2012)|Hero]].
* Carter's fedora hat is now available as a new hair style.
+
** Carter's hat is now available as a new hair style
* The [[Meld Recombination (EU2012)|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".
+
** The Meld Recombination research project (Game Trailers [http://www.youtube.com/watch?v=dw3l1aOQZTI video] at 1:04) 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".
===[[TFTD|X-COM: Terror From The Deep]]===
+
 
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|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 [[Shipping_Lane_Mission|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."
 
  
  

Revision as of 13:38, 17 November 2013

Enemy Within poster

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. New info is marked with (UPDATED) on the title sections. ***SPOILERS AHEAD*** - Read at your own risk!

General Details

  • The PC version costs 30$ and the Console 40$.
  • The PC 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.

The Meld (UPDATED)

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.
  • All the abductions and UFO maps have been redesigned to include 2 Meld canisters. [3]
  • 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 ([4]).
  • When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [5]
  • Meld canisters can be destroyed with explosives. [6]
  • When you kill all aliens on a mission you'll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun interview.
  • 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 to show how Meld works.


Gene Mods

Gene Mods Insignia
  • Emblem translation (Lit): "Change to Protect" (To bring change to the custodian)
  • Alien autopsies will reveal genetic modifications ("Gene Mods") for your soldiers.
  • Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)


Genetics Lab Projects (UPDATED)

Gene Mods Soldier Icon
  • 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 [7].
  • Modded soldiers will have a specific icon, with their class icon superimposed over it.
  • Modded soldiers have a different appearance than regular soldiers, with less armor plating being shown.
Brain
Neural Feedback
  • Neural Feedback - Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.
    • Cost: §35, 10 Meld
    • Base damage 7


Neural Damping
  • Neural Damping - Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.


Eyes
Hyper Reactive Pupils
  • Hyper Reactive Pupils - Confers +10 Aim to any shot after a miss.
    • Cost: §15, 5 Meld, requires Meld Recombination Research)
    • Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this.


Depth Perception
  • Depth Perception - Height Advantage confers an additional +5 Aim and 5+ critical chance.


Chest
Secondary Heart
  • Secondary Heart - Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds.
  • Cost §75, 15 Meld, requires Cyberdisc Autopsy Research.
    • Case in point: The Doctor's never lost his will. Very useful for your Psi Squad.


Adrenal Neurosympathy
  • Adrenal Neurosympathy - Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.
    • Cost: §10, 25 Meld, requires Muton Autopsy Research.
    • Includes boosts to Will, that do affect Psi attack/defense, so also helpful to your Psi Squad.


Skin
Bioelectric Skin
  • Bioelectric Skin - The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
    • Cost: §35, 15 Meld, requires Chryssalid Autopsy Research.
    • Buy it against the Seekers, keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.


Mimetic Skin
  • Mimetic Skin - Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.
    • Cost: §75, 35 Meld, requires Seeker Autopsy Research.
    • In practice: be out of Line of Sight of an enemy, then move to full cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch).
    • As it does mimic Ghosting, you cannot use Ghost Armor's mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).


Legs
Muscle Fiber Density
  • Muscle Fiber Density - Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
    • Cost: §60, 25 Meld, requires Thin Man Autopsy Research.
    • Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in Titan armor.


Adaptive Bone Marrow
  • Adaptive Bone Marrow - Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.
    • Cost: §30, 15 Meld, requires Meld Recombination Research.
    • Stacks with the OTS's Rapid Recovery causing soldiers to recover even faster from injuries.
    • Pairs well with Secondary Heart to preserve your Psi soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).



MEC Trooper

MEC Trooper Insignia
  • Emblem translation: "Warrior in the Machine"
  • 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 sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.
  • MEC Troopers have the Mechanized Exoskeleton Cybersuit or MEC Suit which can be damaged and need to be repaired. You cannot deploy a MEC Trooper without a 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.
  • There are 2 new options on Engineering: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).
  • 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.~
Base Augments
  • After a soldier is converted into a MEC he/she will wear a metal endoskeleton called Base Augments as armor.
  • According to the developers MECs are very expensive to purchase.
  • MECs can't use Cover (and they can't be flanked). This mean that they probably have the Hardened ability present on SHIVs and alien robotic units that gives increased protection against critical hits.
  • As per GameSpot article, MEC Troopers get monotone, Robocop-esque voice.

Primary Weapons (UPDATED)

Minigun
  • Primary Weapon: Minigun
    • Tactical Info
      • Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage
      • Only equipped by MEC troopers
      • Risk of catastrophic overheating precludes suppression with this weapon
    • Always available, does not need to be manufactured.


Railgun
  • Primary Weapon: Railgun
    • 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.
    • Research required: Heavy Lasers. Cost: §70, 30 Alien Alloys, 10 Engineers.
    • Tactical Info
      • Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage)
      • Miniaturized power supply derived from laser tech.
      • Only equipped by MEC troopers
      • Risk of catastrophic overheating precludes suppression with this weapon


Particle Cannon
  • Primary Weapon: Particle Cannon
    • Tactical Info
      • Effective range: ?; 9-11 base damage, 10% critical chance, ? critical damage
    • Research required: ?. Cost: $325, 40 Alien Alloys, 40 Elerium, 40 Engineers.


MEC Suits

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:

MEC-1 Warden
MEC-1 Warden
  • Cost: §25, 40 Meld
  • Gives +8 Health (+11 Health with Shaped Armor Foundry project), +10 Defense, +10 Will
  • Tactical Subsystems:
    • Kinetic Strike Module - A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility. (A melee attack that deals 12 damage to enemies and can destroy cover).
    • Can be freely aimed (but must be next to target).
    • Custom kill animations against Mechtoids, Sectopods and Berserkers.
    • Notable Kills: Cyberdisks get knocked a few squares away, will explode where it lands. Etherials won't explode. Thin Men release gas right away (but MEC Troopers are immune). Sectopods's explosion causes 5HP damage to anything around it.
    • Flamethrower - Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area. (Does 9 fire damage to units in the damage cone, and splits to 1 extra tile at cone's edge. Causes panic to enemies and sets fire to the environment.)
      • Works only on units on the ground. Not wall-piercing. Flame takes time to damage cover. Red and yellow highlights on floorgrid show area, affected units highlighted.
MEC-2 Sentinel
MEC-2 Sentinel
  • Requires UFO Power Source research.
  • Upgrade cost: §32, 60 Meld units, 10 Engineers.
  • Gives +12 Health (+15 Health with Shaped Armor Foundry project), +10 Defense, +15 Will
  • Tactical Subsystems:
    • Grenade Launcher - MECs can make for their lack of thrown grenade capability with a long-range grenade launcher. (deals 4-5 damage)
      • Similar to Bombard
    • Restorative Mist - Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.
      • Includes self, AoE. Does not stabilize Critically Wounded soldiers.
MEC-3 Paladin
MEC-3 Paladin
  • Requires Titan Armor research.
  • Upgrade cost: §106, 100 Meld units, 25 Engineers [8].
  • Gives +16 Health (+19 Health with Shaped Armor Foundry project), +10 Defense, +20 Will
  • Tactical Subsystems:
    • Proximity Mine Launcher - Proximity mines can be deployed at medium range, and will wait nearby enemy movement before triggering their explosive charges.
      • Tossing through a UFO's Light Door will open it.
      • Other AoE attacks will cause the mines to go off in a sympathetic explosion, giving you a nice combo.
    • Electro Pulse - MECs can stun organic enemies and damage robotic ones with this area-of-effect electric shock device

MEC Abilities (UPDATED)

  • MEC's skill tree is divided into two categories: Fire Support (offense) and Survivability (defense).
  • Up being coverted the MECs gain a Bonus ability that depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [9].
    • Heavy - Body Shield - The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
    • Assault: Shock-Absorbent Armor - Damage received from enemies within 4 tiles is reduced by 33%.
    • 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.
  • Further MEC abilities disclosed:
    • Squaddie:
      • Collateral Damage - Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits. (allows to target terrain, costs a full clip of ammo)
    • Corporal
      • Advanced Fire Control - Shots from Overwatch no longer suffer any Aim penalty.
      • Automated Threat Assessment - Confers +15 Defense when in Overwatch.
    • Sergeant
      • Vital-Point Targeting - Confers 2 bonus damage against targets that have been autopsied.
      • Damage Control - When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
    • Lieutenant
      • One For All - When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
      • Jet Boot Module - When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
    • Captain
      • Expanded Storage - Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
        • Gives +2 Proximity Mines, +1 Restorative Mist and +1 Grenade
      • Repair Servos - Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
    • Major
      • Overdrive - Firing the MEC's primary weapon as the first action no longer ends the turn.
    • Colonel
      • Absortion Fields -Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
      • Reactive Targeting Sensors - MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.

MEC Rank Progression (UPDATED)

Rank and Stats Bonuses
Class RANK SQUADDIE.png Squaddie RANK CORPORAL.png Corporal RANK SERGEANT.png Sergeant RANK LIEUTENANT.png Lieutenant RANK CAPTAIN.png Captain RANK MAJOR.png Major RANK COLONEL.png Colonel Total
CLASS MECH.png
MEC Trooper
Health Points + 1
Aim + 0
Will + 2
Health Points + 0
Aim + 1
Will + 2
Health Points + 1
Aim + 1
Will + 2
Health Points + 0
Aim + 1
Will + 2
Health Points + 1
Aim + 2
Will + 2
Health Points + 0
Aim + 2
Will + 2
Health Points + 1
Aim + 3
Will + 2
Health Points + 4
Aim + 10
Will + 14


New Aliens

Mechtoid (UPDATED)

The Mechtoid
  • Aliens also have two confirmed new units, including the Mechtoid (UPDATE) (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a 6 damage reducing shield [10](but it won't die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.
  • In another post at the 2K forums, Ananda Gupta has revealed more details about the Mechtoid:
    • The shield reduces all incoming weapons damage to the Mechtoid.
    • Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien.
    • Recovered dead Mechtoids will give 2 alien artifacts: the Sectoid's pilot corpse and 1 Mech Core.
    • Research of the Mech Core gives 2 new Foundry projects: Shaped Armor (adds extra health to MECs and S.H.I.V.s) and Advanced Servomotors, which increases mobility for these 2 armored units.
    • Killed Mechtoids will also grant small amounts of Meld.

Seeker (UPDATED)

  • The 2nd new alien is the Seeker (UPDATED) and has been revealed on his video [11] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD's Tentaculat, that can become invisible to your soldier's eyes.
    • Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack.
    • Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. The Cloak depletes during movement, behaving rather like the flight mode of Archangel Armor than the cloak of Ghost Armor.[12]
      • This last characteristic can also flavor 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.
  • More details of the Seeker can be found in a post on EW's Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strangle ability cannot be used when the Seeker is visible, and it is the only XCOM enemy that can occupy the same space as another unit.


Other Alien Changes (UPDATED)

  • 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, 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

EXALT (New Faction)

EXALT insignia
  • EXALT is a new global human threat. They will carry out anti-XCOM operations until their base is found and destroyed.
  • EXALT is a paramilitary secret society that seeks to use alien tech to enrich and technologically change themselves and gain world domination.
  • 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 instead and disrupt XCOM efforts's to fight the invasion. [13]
  • Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.
  • The first EXALT mission takes place on May, the day depends on the difficulty level.

EXALT in-game Briefing

  1. EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base.
  2. EXALT cells are not always visible. Purchase an intel scan to reveal them. Hidden cells can hurt XCOM or the countries they are operating in.

EXALT Operations

Security Breach Trailer
  • Intel scans cost 50§ (and slowly increase) and will reveal any additional cells to the ones already revealed.
  • Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations.
  • After a while an exposed EXALT cell will relocate to another country and become hidden.
  • Hidden EXALT cells can conduct 3 types of operations:
    • Propaganda - Increases Panic on the targeted country.
    • Sabotage - Reduces XCOM's money supply.
    • Research Hack - Slow down XCOM's current research.
  • Also, if you turn down an abduction in Africa and there's an exposed EXALT cell on that country then the resulting panic from the Abduction is further increased.
  • Building Labs can provide a guard against Research Hacks.
  • Like with dealing with the Cult of Sirus; regular counter-operations to keep them neutered means XP, swag, and less hassle for you

Covert Operations Missions

  • To stop a revealed EXALT cell, XCOM may perform a Covert Mission on the country where the cell is based.
  • There are two types of Covert Missions, Cover Extraction and Covert Data Recovery, with about 10 maps for each type (20 total).
  • The mission consists of two parts, the insertion of the Covert Operative (through the Situation Room) and later its extraction through a tactical mission.

. If the tactical mission is ignored after the XCOM soldier is inserted, the Covert Operative will be lost.

  • There's no Meld in Covert Missions maps.
  • If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.

Covert Operative Deployment

Security Breach Trailer

Covert Operative in-game Briefing

  1. Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful.
  2. Covert operatives have a powerful in-mission ability. "EXALT Comm Hack". If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time.
  3. Heavy soldiers and MEC Troopers are ineligible for covert ops duty.
  • With only a Pistol as a weapon, Covert Operatives will depend a lot on their specific class abilities like Low Profile, Sprinter or Lightning Reflexes.
  • Operatives deploy with no armor and only 1 item slot, but they can be upgraded to 2 item slots if the necessary Foundry upgrade is purchased.
  • Covert operatives have a powerful in-mission ability. "EXALT Comm Hack". If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time.

Covert Extraction

Covert Extraction
  • During the mission there are 4 Transponders present on the map, and 2 specific ones (they are marked) will have to be hacked by your covert operative.
  • EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.
  • After the operative hacks the 2 specific Transponders it will have to get back to the extraction area for the mission to be complete.


Covert Data Recovery

Covert Data Recovery

Mission Briefing

  1. 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.
  2. Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmitter is the key of the mission.
  3. EXALT Comm Arrays can be hacked by the operative to delay EXALT's operations and slow down their offense.
  4. Your Covert Operative is not essential
  • During the mission there are both an Encoder and a Transmitter located on the map with a marked area around both. XCOM's Covert Operative starts close to the Transmitter.
  • EXALT will first try to gain control of the Encoder for 3 turns, by having one of its agents on the marked area encircling it, without any XCOM soldiers also present on the area.
    • Having an XCOM soldier also in the "Capture" field blocks the hack, keeping the encoder and transmitter secure.
      • Naturally, with such small areas involved; the risk is that of close-quarters combat and easy flanking.
  • 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 is warned 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.
  • Besides the Encoder and Transmitter, there are 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...

EXALT Base Raid

  • Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ.
  • Once you get 3 clues you may make an accusation (raid) against a country.
  • If the accusation is correct then you'll assault EXALT's base and end their menace for good.
  • If you're wrong the country will leave the council. You can get additional clues to narrow it to a single country. Some examples of clues:
    • "The EXALT base is not in a English speaking country"
    • "The EXALT base is not in Africa"
  • If you accuse a country which already left the council, the penalty for guessing wrong is a continent-wide panic increase.

EXALT forces

EXALT Soldiers
  • EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.
  • Later there are Elite versions of all classes, using additional tech improvements.
  • EXALT weaponry is conventional at first but they will also upgrade their weapons to Laser/Plasma and use Gene Mods to enhance their units.
  • They however do not gain MECs
  • EXALT agents can't be captured since they'll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM's models or sold at the Grey Market for §1 each.

EXALT Stats & Weapons (UPDATED)

Check each individual unit's page:


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.
  • Soldier progression has been delayed to balance the new MECs and GMods.
  • 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 grenades.

Soldier Progression (UPDATED)

In general 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.

XP Required per Rank
Rank Points Required Points Required (EW DLC)
RANK ROOKIE.png Rookie 0 0
RANK SQUADDIE.png Squaddie 90 90
RANK CORPORAL.png Corporal 300 480
RANK SERGEANT.png Sergeant 510 700
RANK LIEUTENANT.png Lieutenant 745 925
RANK CAPTAIN.png Captain 1100 1380
RANK MAJOR.png Major 1560 1840
RANK COLONEL.png Colonel 2150 2550
CLASS PSIONIC.png Psionic* 0 0
CLASS PSIONIC.png Specialist 50 50
CLASS PSIONIC.png Operative 120 120

Medals (UPDATED)

Medals
  • Medals can now be assigned to soldiers. They appear as a new option in the Barracks menu.
  • Medals can be received upon completing certain objectives in 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 are available again for awards after some missions have been played afterwards.
  • Names and Types of Medals:
Urban Combat Badge
    • Urban Combat Badge
      • +5 Defense when in cover or +5 Aim against enemies in full cover.
      • Maximum of 5 medals issued. Requires completing an urban map mission?


Defender's Medal
    • Defender's Medal
      • Never panic as result of allies getting wounded or killed or Medikits and Restorative Mists heal 2 HP more when used on this soldier.
      • Maximum of 3 medals issued. Requires a soldier dying, being critically injured or being stabilized?


International Service Cross
    • International Service Cross
      • +2 Will per different nationality in the squad or +2 Aim per continent bonus XCOM has earned.
      • Maximum of 2 medals issued. Requires performing missions on 3 different continents.


Council Medal of Honor
    • Council Medal of Honor
      • +1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10. or Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.
      • Maximum unknown (at least 2). Complete 3 Special missions?


Star of Terra
    • Star of Terra
      • Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus. or All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.
      • Maximum of 1 medal. Complete XCOM Base Defense mission.


New Items

Needle Grenade
  • Needle Grenade
    • 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.
    • Requires Chryssalid Autopsy research.
    • Cost: §40, 5 Alloys, 2 Chryssalid Corpses, 7 Engineers.
    • Tactical Info:
      • Increased blast radius compared to standard frag grenade
      • Like frag grenade gives 3 base explosive damage to units in radius
      • Units in cover relative to center of blast radius will not take damage


Flashbang Grenade
  • Flashbang Grenade
    • Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.
    • Requires Experimental Warfare Research.
    • Cost: §35, 5 Alloys, 2 Chryssalid Corpses, 7 Engineers.
    • Tactical Info:
      • Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn.
      • Robotic and advanced psionic enemies are immune.


Gas Grenade
  • Gas Grenade
    • 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.
    • Requires Thin Man Autopsy Research.
    • Cost: §35, Thin Man Corpses, 7 Engineers.
    • Tactical Info:
      • Creates a poison gas cloud at impact site
      • Affects all targets in blast radius
      • Poison lasts 1-3 turns, doing damage each turn
    • Uses synthesized Thin Man poison, robotic units who are immune.


Ghost Grenade
  • Ghost Grenade
    • 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.
    • Gives friendly units the ability to become invisible for a turn.
    • Requires Seeker Autopsy Research.
    • Cost: §200, 25 Elerium, Seeker Corpses, 10 Engineers.
    • Tactical Info:
      • Confers temporary stealth on all friendly units in blast radius
      • Stealth lasts until the start of the unit's next turn
      • Attacks from stealth receive a substantial bonus to critical chance
      • Does not affect Seekers or units with Mimetic Skin"


Mimic Beacon
  • Mimic Beacon
    • 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.
    • Cost: §50, 5 Engineers.
    • Tactical Info:
      • Thrown like a grenade
      • Emits sounds that correspond to alien tactical cues
      • Causes aliens within radius to approach the beacon for 2 turns
      • Enemies already in combat are less likely to be fooled
    • 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 into thinking it's human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren't fooled.


Reaper Rounds
  • Reaper Rounds
    • 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.
    • Requires Experimental Warfare Research.
    • Cost: §30, 6 Engineers
    • Tactical Info:
      • Affects conventional weapons only
      • Adds 20% to critical chance against organic targets
      • Doubles the weapon's range penalty


Respirator Implant
  • Respirator Implant
    • 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.
    • Requires Seeker Autopsy Research.
    • Cost: §35, 5 Engineers
    • Tactical Info:
      • Confers immunity to poison and Strangle
      • Confers 2 extra health

Foundry Changes (UPDATED)

  • The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab.

New Projects

Sentinel Drone
  • 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.
    • Gives S.H.I.V.s an ability akin to Assault's Close Combat Specialist.


Tactical Rigging
  • 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
  • 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
  • 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
  • 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
  • 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%.
    • 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.
Lead By Example
  • 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 is slightly increased, according to the developers. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties [14].
  • Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.

Research Times (UPDATED)

  • 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 (UPDATED)

  • 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
  • Old: §125, 15 Elerium, 20 Alloys
  • New: §180, 30 Elerium, 30 Alloys
  • Old: §200, 20 Elerium, 30 Alloys
  • New: §300, 40 Elerium, 50 Alloys
  • Old: §200, 20 Elerium, 50 Alloys
  • New: §300, 40 Elerium, 75 Alloys
  • Old: §250, 30 Elerium, 30 Alloys
  • New: §375, 60 Elerium, 50 Alloys
  • Old: §250, 25 Elerium, 30 Alloys
  • New: §375, 60 Elerium, 50 Alloys
  • Old: §275, 65 Elerium, 50 Alloys
  • New: §400, 120 Elerium, 75 Alloys

New Second Wave options

As seen in the IGN video (0:44) the Second Wave settings menu is now available during a game. Second Wave also has new options:

  • Training Roulette - 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 [15]. This applies only to abilities that are not dependent of class weapons, such as Rockets.
  • Save Scum – Saving a game will reset the RNG seed for the shots.
  • Aiming Angles – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).
  • Itchy Trigger Tentacle - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered.
  • Mind vs Matter - Psi soldiers can't be gene modded and gene modded soldiers can't be psi tested. [16]
Training Roulette Random Abilities (UPDATED)

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.

  • Assault: Aggression, Tactical Sense, Lightning Reflexes, Flush, Bring 'Em On, Close Combat Specialist, Extra Conditioning, Resilience
  • Heavy: Bullet Swarm, Holo-Targeting, HEAT Ammo, Rapid Reaction, Grenadier, Will To Survive
  • Sniper: Damn Good Ground, Gunslinger, Battle Scanner, Executioner, Opportunist, Low Profile
  • Support: Sprinter, Covering Fire, Field Medic, Revive, Deep Pockets, Savior, Sentinel
  • Heavy/Support: Suppression

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. On the Pax Prime video [17] the Outsider starts outside a Small Scout instead of inside.
  • The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.19:03

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 two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There's also a Dam map, most from the previously announced Progeny DLC (which will now be included with EW).
  • According to this Polish article, there are 47 new maps.
  • Snow covered map is clearly visible on the Polygon video and has been confirmed to be used in the final Progeny mission.
  • Other maps confirmed by Ananda Gupta during Pax Prime include a Bank, Ice Cream Shop, Road House, Coffee Shop, Construction Site and a new Truck Stop.
  • The EXALT demo also revealed a new Tire Shop map (both for Abductions and Covert Operations missions) and an unnamed rainy outdoors map which looks like a combination of forest and construction environments.
  • One of the new Council missions appears to be on a coastal whaling station.
  • One of images below also shows a snow covered environment.
  • Office Paper can now be the site of a terror mission [18].
  • 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 (UPDATED)

New Maps Redesigned Maps Covert Extraction Covert Data Recovery
  • Small Scout Farm
  • Small Scout Nuked City
  • Small Scout Roadhouse
  • Large Scout City
  • Pier A Terror
  • Office Paper Terror
  • Portent (Progeny)
  • Deluge (Progeny)
  • Furies (Progeny)
  • EXALT HQ Assault
  • XCOM HQ Assault
  • XCOM HQ Multiplayer
  • Meld Tutorial - a.k.a. Ice Cream Shop
  • Chryssalid Hive
  • Demolition (EW)
  • Fast Food (EW) - now it is a Bank
  • Office Paper (EW)
  • Highway Construction (EW)
  • Street Overpass (EW)
  • Gas Station (EW)
  • Research Outpost (EW)
  • Convienience Store (EW)
  • Truck Stop (EW)
  • Commercial Alley (EW)
  • Military Ammo
  • Liquor Store
  • Trainyard
  • Highway Construction (EW)
  • Convienience Store (EW)
  • PierA Terror
  • Street Overpass (EW)
  • Commercial Alley (EW)
  • Research Outpost (EW)
  • Portent
  • Industrial Office
  • Rooftops Const
  • Boulevard
  • Gas Station (EW)
  • Truck Stop (EW)
  • Demolition (EW)
  • Highway Construction
  • Office Paper (EW)
  • Police Station
  • Commercial Restaurant

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 (UPDATED)

Annette on the Security Breach trailer
  • In this interview [19], EW's lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like Slingshot is included with Enemy Within.
  • Both Slingshot and Progeny can be played on the same playthrough.
  • Gupta also said that the Progeny narrative has suffered changes to adapt it more with the EW expansion.
    • Progeny introduces Annette, a French character who is kidnapped from French protection by EXALT, and the 3 missions involving her will include both EXALT and the Aliens at some point.
    • Annette has a special power that makes her interesting to XCOM, the aliens and EXALT. Annette seems to appear on the Security Breach trailer.
  • If the operation is successful Annette can become a soldier that the player can control, like Zhang on Slingshot.
    • There is a possibility that she may not always be recruited after the Operation.
  • The first mission are in April and the last two will be in "interesting places".
  • According Ananda Gupta about Slingshot and Progeny [20]: "they have different triggers. The first part of Progeny happens early. Prob done w/Slingshot by the time Progeny part 2 happens".
  • Progeny consists of 3 missions:


  • Successfully completing Progeny can give you Annette as a Support Psionic soldier, plus 3 additional soldiers, all Lieutenant rank and gifted.

XCOM HQ Base Defense

  • Base Defense against the aliens has been confirmed on this video and this one.
  • While scanning for activity sections of the XCOM HQ will start being attacked by humans and you'll have to defend against an alien attack using a random group of soldiers consisting combat veterans and rookies (base security personnel). A section of the base has been cut off and you'll have to defend it from the aliens until reinforcements can arrive. The aliens will attack in waves.
  • If you lose the mission you'll lose the game. IGN video, around 40:00.
  • Your combat soldiers are equipped with what they have at the moment in the Barracks for their last mission and the base security will have conventional weapons. You'll get 3 waves of reinforcements each time the security door is opened.
  • The aliens will invade Delta section through 4 locations: Command Center/Rear Guard Station/Mech Bay/Forward Access Tunnel
  • At the end of the mission Bradford will comment that "we still need to find how this was possible", which may imply a new story subarc related to the Base Defense mission.
  • Base Defense takes place in May.
  • Mission Briefing - Operation Ashes and Temples
    • The invaders have infiltrated XCOM HQ in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.
  • Mission Objectives
    • Eliminate all alien forces within XCOM HQ
      • Reinforcements are currently unavailable
      • Latest alien wave in *location*.


Council Missions

  • 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. According to Gupta: "C-Hive is always the first Council mission after you fight them for 1st time, the 1st time you play. After that, it joins the random pool"[21]

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. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).
  • 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 were added to Steam on September 13th (link here [22]

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" 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.

Bureau Easter Eggs

  • Enemy Within will have Easter Eggs related to The Bureau: XCOM Declassified.
    • Gupta has mentioned trying to rename your soldiers, most likely giving them the name William Carter will bring forth an XCOM Hero.
    • Carter's hat is now available as a new hair style
    • The Meld Recombination research project (Game Trailers video at 1:04) 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".