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		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50893</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50893"/>
		<updated>2013-10-17T07:21:02Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Mission Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in [[Meld Canister (EU2012)|canisters]] on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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]&lt;br /&gt;
* Meld canisters can be destroyed with explosives. [http://www.youtube.com/watch?v=1uMHNOuj5SU]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new [[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;Change to Protect&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* [[Aliens (EU2012)|Alien]] [[Research (EU2012)|autopsies]] will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an [[Aliens (EU2012)|alien]] attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a [[Skeleton Suit (EU2012)|Skeleton Suit]]) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked Mech, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;[[Warden (EU2012)|Warden]]&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;[[Minigun (EU2012)|Minigun]]&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;[[Kinetic Strike Module (EU2012)|Kinetic Strike Module]]&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage]] points, or the &#039;&#039;&#039;[[Flamethrower (EU2012)|Flamethrower]]&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;[[Sentinel (EU2012)|Sentinel]]&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;[[Railgun (EU2012)|Railgun]]&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;[[Grenade Launcher (EU2012)|Grenade Launcher]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Restorative Mist (EU2012)|Restorative Mist]]&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;[[Paladin (EU2012)|Paladin]]&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;[[Particle Cannon (EU2012)|Particle Cannon]]&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;[[Proximity Mines (EU2012)|Proximity Mines]]&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;[[Electropulse (EU2012)|Electropulse]]&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* [[Mech Trooper (EU2012)|Mech]]&#039;s [[Abilities (EU2012)|skill tree]] is divided into two categories: Fire Support (offense) and Survivability (defense).&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former [[Classes (EU2012)|class]] of the converted [[Soldiers (EU2012)|soldier]]. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional [[Damage (EU2012)|damage]] to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases [[Chance to Hit (EU2012)|defense]] on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the [[Damage (EU2012)|damage]] taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new units, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized [[Aliens (EU2012)|alien]]. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 [[Mech Core (EU2012)|Mech Core]].&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of [[Meld (EU2012)|Meld]].&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===[[EXALT (EU2012)|EXALT]] (New Faction)===&lt;br /&gt;
[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]&lt;br /&gt;
&#039;&#039;&#039;EXALT in-game Briefing&#039;&#039;&#039;&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
#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. &lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
*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&#039;s to fight the invasion. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.&lt;br /&gt;
*The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. &lt;br /&gt;
====EXALT Operations====&lt;br /&gt;
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]&lt;br /&gt;
*Intel scans cost 50§ (and slowly increase) and will reveal any additional cells to the ones already revealed. &lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cells can conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current [[Research (EU2012)|research]].&lt;br /&gt;
* Also, if you turn down an [[Alien Abductions (EU2012)|abduction]] in Africa and there&#039;s an exposed EXALT cell on that country then the resulting panic from the Abduction will be further increased.&lt;br /&gt;
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks.&lt;br /&gt;
&lt;br /&gt;
====[[Covert Operations (EU2012)|Covert Operations]] Missions====&lt;br /&gt;
* To stop a revealed EXALT cell, XCOM may perform a Covert Mission on the country where the cell is based.&lt;br /&gt;
* There are two types of Covert Missions, Cover Extraction and Covert Data Recovery, with about 10 [[Maps (EU2012)|maps]] for each type (20 total). &lt;br /&gt;
* The mission consists of two parts, the insertion of the Covert Operative (through the [[Situation Room (EU2012)|Situation Room]]) and later its extraction through a tactical [[Missions (EU2012)|mission]].&lt;br /&gt;
. If the tactical mission is ignored after the XCOM [[Soldiers (EU2012)|soldier]] is inserted, the Covert Operative will be lost.&lt;br /&gt;
* There&#039;s no [[Meld (EU2012)|Meld]] in Covert Missions maps.&lt;br /&gt;
&lt;br /&gt;
====[[Cover Operative (EU2012)|Cover Operative]] Deployment====&lt;br /&gt;
[[Image:Security Breach Trailer 2 (EU2012).png|right|300px|Security Breach Trailer]]&lt;br /&gt;
&#039;&#039;&#039;Cover Operative in-game Briefing&#039;&#039;&#039;&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and [[Foundry (EU2012)|Foundry]] upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# [[Heavy (EU2012)|Heavy]] soldiers and [[Mech Trooper (EU2012)|Mech Troopers]] are ineligible for covert ops duty.&lt;br /&gt;
* With only a [[Pistol (EU2012)|Pistol]] as a weapon, Covert Operatives will depend a lot on their specific [[Classes (EU2012)|class]] [[Abilities (EU2012)|abilities]] like Low Profile, Sprinter or Lightning Reflexes.&lt;br /&gt;
* Operatives deploy with no armor and only 1 item slot, but they can be upgraded to 2 item slots if the necessary [[Foundry (EU2012)|Foundry]] upgrade is purchased. &lt;br /&gt;
* Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
=====[[Covert Extraction (EU2012)|Covert Extraction]]=====&lt;br /&gt;
[[Image:Covert Extraction (EU2012).jpg|300px|right|Covert Extraction]]&lt;br /&gt;
* During the mission there will be 4 Transponders present on the [[Maps (EU2012)|map]], and 2 specific ones (they will be marked) will have to be hacked by your covert operative.&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks the 2 specific Transponders it will have to get back to the extraction area for the mission to be complete.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
=====[[Covert Data Recovery (EU2012)|Covert Data Recovery]]=====&lt;br /&gt;
[[Image:Covert Data Recovery (EU2012).jpg|300px|right|Covert Data Recovery]]&lt;br /&gt;
&#039;&#039;&#039;Mission Briefing&#039;&#039;&#039;&lt;br /&gt;
#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.&lt;br /&gt;
# 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. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense.&lt;br /&gt;
# Your Covert Operative is not essential&lt;br /&gt;
&lt;br /&gt;
* During the mission there will be both an Encoder and a Transmitter located on the map with a marked area around both. XCOM&#039;s Covert Operative will be close to the Transmitter. &lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
* The player will be 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. &lt;br /&gt;
* Besides the Encoder and Transmitter, there will be EXALT Comm Arrays on the area. If the Covert Operative reaches one of those Arrays, it can hack EXALT&#039;s agents, causing all their hand weapons to jam for 1 turn.&lt;br /&gt;
* Survival of the Covert Operative is not required for mission success. Those Rookies may look good on the Covert Operative&#039;s new jacket look...&lt;br /&gt;
&lt;br /&gt;
==[[EXALT Base Assault (EU2012)|EXALT Base Assault]]==&lt;br /&gt;
&lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s [[EXALT Base (EU2012)|base]] and end their menace for good. &lt;br /&gt;
* If you&#039;re wrong the country will leave the council. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If you accuse country which already left the council, the penalty for guessing wrong is a continent-wide panic increase&lt;br /&gt;
* If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.&lt;br /&gt;
&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]&lt;br /&gt;
* 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]].&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.&lt;br /&gt;
* They however do not gain [[Mech Trooper (EU2012)|Mechs]]&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;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&#039;s models.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;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]] will be included with Enemy Within.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* Gupta also said that the Progeny narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
** 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.&lt;br /&gt;
**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].&lt;br /&gt;
* 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]].&lt;br /&gt;
** There is a possibility that she may not always be recruited after the Operation.&lt;br /&gt;
* The first [[Missions (EU2012)|mission]] will be in April and the last two will be in &amp;quot;interesting places&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=3&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ].&lt;br /&gt;
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and [[Sectopod (EU2012)|Sectopods]] will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later interview, stating that they get a new passive [[Abilities (EU2012)|ability]] which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of [[Mech Trooper (EU2012)|Mech]] related death sequences &lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe [[Aim (EU2012)|Aim]] and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized [[Thin Man (EU2012)|Thin Man]] poison, it last for 1 to 3 turns and effects all units within it radius with the exception of robotic units who are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039; was seen in the [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt IGN Covert Operation Mission walkthrough mission] at the 9:14 mark. Gives friendly units the [[Abilities (EU2012)|ability]] to become invisible for a turn.&lt;br /&gt;
&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the [[Maps (EU2012)|map]] into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks [[Aliens (EU2012)|aliens]] into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic [[Weapons (EU2012)|weapons]] a bonus to [[Critical Hits (EU2012)|Critical Hit]] chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from [[Seeker (EU2012)|Seeker]] strangulation.&lt;br /&gt;
&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Module&#039;&#039;&#039; gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039; -  upgrade that gives all [[Classes (EU2012)|classes]] an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s (after [[Mech Core (EU2012)|Mech Core]] [[Research (EU2012)|research]])&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;- which increases mobility for [[Mech Trooper (EU2012)|Mechs]] and S.H.I.V.s (after research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; [[Aim (EU2012)|aim]] penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives [[Critical Hits (EU2012)|Critical Damage]] if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to [[Frag Grenade (EU2012)|Grenades]], [[Arc Thrower (EU2012)|Arc Thrower]], [[Medikit (EU2012)|Medikits]] or any other item with limited uses.&lt;br /&gt;
* [[Soldiers (EU2012)|Soldier]] progression has been delayed to balance the new Mechs and [[Gene Mods (EU2012)|GMods]]&lt;br /&gt;
.&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new Mech [[Abilities (EU2012)|abilities]]&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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]]. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – 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).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into [[Overwatch (EU2012)|Overwatch]] when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].&lt;br /&gt;
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire will be less deadly.&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* 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.&lt;br /&gt;
* 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]&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]].&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed [[UFOs (EU2012)|UFOs]] in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the previously announced Progeny DLC (which will now be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* 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]].&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). It is not known yet whether &amp;quot;entry&amp;quot; animations will be randomized or whether they will be fixed per map.&lt;br /&gt;
* The [[Museum (EU2012)|Museum]] map has been changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* It is hinted on the &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that the [[Aliens (EU2012)|aliens]] on the [[Alien Containment (EU2012)|Alien Containment]] may escape and mind control the XCOM [[HQ (EU2012)|base]] personnel (or that [[EXALT (EU2012)|EXALT]] can attack the [[XCOM (EU2012)|XCOM]] base). &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=100px perrow=3&amp;gt;&lt;br /&gt;
File:Base Defense 1 (EU2012).png|The Ethereal seems about to escape Alien Containment&lt;br /&gt;
File:Base Defense 3 (EU2012).png|The Skyranger gets thrashed&lt;br /&gt;
File:Base Defense 2 (EU2012).png|Bradford about to shoot a mind controlled XCOM technician&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]] - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam [[Achievements (EU2012)|achievements]]&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** [[Mech Trooper (EU2012)|Mech Troopers]] have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
** Carter&#039;s hat is now available as a new hair style&lt;br /&gt;
* When asked if XCOM EW will include more soldier weapons like other ballistic guns etc, Ananda answered that we should be patient&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50007</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50007"/>
		<updated>2013-10-10T06:41:56Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* New Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;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.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Railgun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional damage to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the damage taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.~&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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 (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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt (New Faction)===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT]]&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use alien tech to enrich themselves and gain world domination. EXALT tries to avoid the aliens, but will disrupt XCOM efforts&#039;s to fight the aliens. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that goal. &lt;br /&gt;
====Keys to Global Covert Operations====&lt;br /&gt;
EXALT is a new global threat. They will carry out anti-XCOM operations until you find their base and destroy them,&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cellscan conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current research.&lt;br /&gt;
* Also, if you turn down an Abduction in Africa and there&#039;s an EXALT cell on that country then the resulting panic will be further increased.&lt;br /&gt;
* Building Labs can provide a guard against Research Hacks.&lt;br /&gt;
====Keys to Cover Operative Deployment====&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# Heavy soldiers and MEC Troopers are ineligible for covert ops duty.&lt;br /&gt;
* 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. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* There are two types of Covert Missions, with about 10 maps for each type (20 total). &lt;br /&gt;
* If the mission is ignored, the operative will be lost.&lt;br /&gt;
* There&#039;s no Meld in Covert Missions maps. &lt;br /&gt;
=====Cover Extraction=====&lt;br /&gt;
* There will be 4 Transponders, and 2 will have to be hacked by your covert operative (they will be marked on the map).&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks 2 Transponders it will have to get back to the extraction area. &lt;br /&gt;
=====Covert Data Recovery=====&lt;br /&gt;
# 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.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmiter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense. &lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s base. &lt;br /&gt;
* If you&#039;re wrong the country will leave the country. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If the mission is a failure the cell will go into hiding into another country.&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
* EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use GMods to enhance their soldiers.&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM&#039;s models.&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* A character (Annette) is a prisoner and asks for sanctuary to France but it is captured by EXALT. Annette has a special power that makes her interesting to XCOM, the aliens and EXALT.&lt;br /&gt;
* If successful Annette can become a soldier that the player can control &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px perrow=5&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:Where in The World (EU2012).jpg|EXALT Achievement&lt;br /&gt;
Image:Covert Extraction Complete 2K Forumn.jpg|Cover Extraction mission&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
Image:Covert Extraction (EU2012).jpg|Covert Extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later interview, stating that they get new passive ability which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of MEC related death sequences &lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* 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 mission&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map and an unnamed rainy outdoors map which looks like a combination of forest and construction environments &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of Skyranger). It is not known yet whether &amp;quot;entry&amp;quot; animations will be randomized or whether they will be fixed per map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* According to the EXALT &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that EXALT can attack the XCOM base. &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
* When asked if XCOM EW will include more soldier weapons like other ballistic guns etc, Ananda answered that we should be patient&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50006</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50006"/>
		<updated>2013-10-10T06:39:58Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Other Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;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.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Railgun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional damage to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the damage taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.~&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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 (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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt (New Faction)===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT]]&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use alien tech to enrich themselves and gain world domination. EXALT tries to avoid the aliens, but will disrupt XCOM efforts&#039;s to fight the aliens. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that goal. &lt;br /&gt;
====Keys to Global Covert Operations====&lt;br /&gt;
EXALT is a new global threat. They will carry out anti-XCOM operations until you find their base and destroy them,&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cellscan conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current research.&lt;br /&gt;
* Also, if you turn down an Abduction in Africa and there&#039;s an EXALT cell on that country then the resulting panic will be further increased.&lt;br /&gt;
* Building Labs can provide a guard against Research Hacks.&lt;br /&gt;
====Keys to Cover Operative Deployment====&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# Heavy soldiers and MEC Troopers are ineligible for covert ops duty.&lt;br /&gt;
* 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. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* There are two types of Covert Missions, with about 10 maps for each type (20 total). &lt;br /&gt;
* If the mission is ignored, the operative will be lost.&lt;br /&gt;
* There&#039;s no Meld in Covert Missions maps. &lt;br /&gt;
=====Cover Extraction=====&lt;br /&gt;
* There will be 4 Transponders, and 2 will have to be hacked by your covert operative (they will be marked on the map).&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks 2 Transponders it will have to get back to the extraction area. &lt;br /&gt;
=====Covert Data Recovery=====&lt;br /&gt;
# 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.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmiter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense. &lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s base. &lt;br /&gt;
* If you&#039;re wrong the country will leave the country. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If the mission is a failure the cell will go into hiding into another country.&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
* EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use GMods to enhance their soldiers.&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM&#039;s models.&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* A character (Annette) is a prisoner and asks for sanctuary to France but it is captured by EXALT. Annette has a special power that makes her interesting to XCOM, the aliens and EXALT.&lt;br /&gt;
* If successful Annette can become a soldier that the player can control &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px perrow=5&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:Where in The World (EU2012).jpg|EXALT Achievement&lt;br /&gt;
Image:Covert Extraction Complete 2K Forumn.jpg|Cover Extraction mission&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
Image:Covert Extraction (EU2012).jpg|Covert Extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later interview, stating that they get new passive ability which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of MEC related death sequences &lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* 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 mission&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map and an unnamed rainy outdoors map which looks like a combination of forest and construction environments &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* According to the EXALT &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that EXALT can attack the XCOM base. &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
* When asked if XCOM EW will include more soldier weapons like other ballistic guns etc, Ananda answered that we should be patient&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50005</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50005"/>
		<updated>2013-10-10T06:37:16Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Unrevealed Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;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.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Railgun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional damage to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the damage taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.~&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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 (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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt (New Faction)===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT]]&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use alien tech to enrich themselves and gain world domination. EXALT tries to avoid the aliens, but will disrupt XCOM efforts&#039;s to fight the aliens. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that goal. &lt;br /&gt;
====Keys to Global Covert Operations====&lt;br /&gt;
EXALT is a new global threat. They will carry out anti-XCOM operations until you find their base and destroy them,&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cellscan conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current research.&lt;br /&gt;
* Also, if you turn down an Abduction in Africa and there&#039;s an EXALT cell on that country then the resulting panic will be further increased.&lt;br /&gt;
* Building Labs can provide a guard against Research Hacks.&lt;br /&gt;
====Keys to Cover Operative Deployment====&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# Heavy soldiers and MEC Troopers are ineligible for covert ops duty.&lt;br /&gt;
* 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. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* There are two types of Covert Missions, with about 10 maps for each type (20 total). &lt;br /&gt;
* If the mission is ignored, the operative will be lost.&lt;br /&gt;
* There&#039;s no Meld in Covert Missions maps. &lt;br /&gt;
=====Cover Extraction=====&lt;br /&gt;
* There will be 4 Transponders, and 2 will have to be hacked by your covert operative (they will be marked on the map).&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks 2 Transponders it will have to get back to the extraction area. &lt;br /&gt;
=====Covert Data Recovery=====&lt;br /&gt;
# 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.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmiter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense. &lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s base. &lt;br /&gt;
* If you&#039;re wrong the country will leave the country. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If the mission is a failure the cell will go into hiding into another country.&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
* EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use GMods to enhance their soldiers.&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM&#039;s models.&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* A character (Annette) is a prisoner and asks for sanctuary to France but it is captured by EXALT. Annette has a special power that makes her interesting to XCOM, the aliens and EXALT.&lt;br /&gt;
* If successful Annette can become a soldier that the player can control &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px perrow=5&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:Where in The World (EU2012).jpg|EXALT Achievement&lt;br /&gt;
Image:Covert Extraction Complete 2K Forumn.jpg|Cover Extraction mission&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
Image:Covert Extraction (EU2012).jpg|Covert Extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later interview, stating that they get new passive ability which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* 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 mission&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map and an unnamed rainy outdoors map which looks like a combination of forest and construction environments &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* According to the EXALT &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that EXALT can attack the XCOM base. &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
* When asked if XCOM EW will include more soldier weapons like other ballistic guns etc, Ananda answered that we should be patient&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50004</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50004"/>
		<updated>2013-10-10T06:34:41Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* New Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;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.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Railgun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional damage to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the damage taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.~&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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 (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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt (New Faction)===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT]]&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use alien tech to enrich themselves and gain world domination. EXALT tries to avoid the aliens, but will disrupt XCOM efforts&#039;s to fight the aliens. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that goal. &lt;br /&gt;
====Keys to Global Covert Operations====&lt;br /&gt;
EXALT is a new global threat. They will carry out anti-XCOM operations until you find their base and destroy them,&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cellscan conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current research.&lt;br /&gt;
* Also, if you turn down an Abduction in Africa and there&#039;s an EXALT cell on that country then the resulting panic will be further increased.&lt;br /&gt;
* Building Labs can provide a guard against Research Hacks.&lt;br /&gt;
====Keys to Cover Operative Deployment====&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# Heavy soldiers and MEC Troopers are ineligible for covert ops duty.&lt;br /&gt;
* 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. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* There are two types of Covert Missions, with about 10 maps for each type (20 total). &lt;br /&gt;
* If the mission is ignored, the operative will be lost.&lt;br /&gt;
* There&#039;s no Meld in Covert Missions maps. &lt;br /&gt;
=====Cover Extraction=====&lt;br /&gt;
* There will be 4 Transponders, and 2 will have to be hacked by your covert operative (they will be marked on the map).&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks 2 Transponders it will have to get back to the extraction area. &lt;br /&gt;
=====Covert Data Recovery=====&lt;br /&gt;
# 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.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmiter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense. &lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s base. &lt;br /&gt;
* If you&#039;re wrong the country will leave the country. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If the mission is a failure the cell will go into hiding into another country.&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
* EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use GMods to enhance their soldiers.&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM&#039;s models.&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* A character (Annette) is a prisoner and asks for sanctuary to France but it is captured by EXALT. Annette has a special power that makes her interesting to XCOM, the aliens and EXALT.&lt;br /&gt;
* If successful Annette can become a soldier that the player can control &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px perrow=5&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:Where in The World (EU2012).jpg|EXALT Achievement&lt;br /&gt;
Image:Covert Extraction Complete 2K Forumn.jpg|Cover Extraction mission&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
Image:Covert Extraction (EU2012).jpg|Covert Extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later interview, stating that they get new passive ability which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* 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 mission&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map and an unnamed rainy outdoors map which looks like a combination of forest and construction environments &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* According to the EXALT &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that EXALT can attack the XCOM base. &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50003</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50003"/>
		<updated>2013-10-10T06:31:38Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Other Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;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.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Railgun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional damage to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the damage taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.~&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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 (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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt (New Faction)===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT]]&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use alien tech to enrich themselves and gain world domination. EXALT tries to avoid the aliens, but will disrupt XCOM efforts&#039;s to fight the aliens. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that goal. &lt;br /&gt;
====Keys to Global Covert Operations====&lt;br /&gt;
EXALT is a new global threat. They will carry out anti-XCOM operations until you find their base and destroy them,&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cellscan conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current research.&lt;br /&gt;
* Also, if you turn down an Abduction in Africa and there&#039;s an EXALT cell on that country then the resulting panic will be further increased.&lt;br /&gt;
* Building Labs can provide a guard against Research Hacks.&lt;br /&gt;
====Keys to Cover Operative Deployment====&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# Heavy soldiers and MEC Troopers are ineligible for covert ops duty.&lt;br /&gt;
* 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. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* There are two types of Covert Missions, with about 10 maps for each type (20 total). &lt;br /&gt;
* If the mission is ignored, the operative will be lost.&lt;br /&gt;
* There&#039;s no Meld in Covert Missions maps. &lt;br /&gt;
=====Cover Extraction=====&lt;br /&gt;
* There will be 4 Transponders, and 2 will have to be hacked by your covert operative (they will be marked on the map).&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks 2 Transponders it will have to get back to the extraction area. &lt;br /&gt;
=====Covert Data Recovery=====&lt;br /&gt;
# 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.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmiter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense. &lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s base. &lt;br /&gt;
* If you&#039;re wrong the country will leave the country. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If the mission is a failure the cell will go into hiding into another country.&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
* EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use GMods to enhance their soldiers.&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM&#039;s models.&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* A character (Annette) is a prisoner and asks for sanctuary to France but it is captured by EXALT. Annette has a special power that makes her interesting to XCOM, the aliens and EXALT.&lt;br /&gt;
* If successful Annette can become a soldier that the player can control &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px perrow=5&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:Where in The World (EU2012).jpg|EXALT Achievement&lt;br /&gt;
Image:Covert Extraction Complete 2K Forumn.jpg|Cover Extraction mission&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
Image:Covert Extraction (EU2012).jpg|Covert Extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later interview, stating that they get new passive ability which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map. &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* According to the EXALT &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that EXALT can attack the XCOM base. &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50002</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=50002"/>
		<updated>2013-10-10T06:30:06Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Other Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* 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 will be 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;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].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; (Height Advantage confers an additional +5 Aim and 5+ critical chance). &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;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.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====MEC Suits and Weapons====&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks a new weapon and the choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Primary Weapon: &#039;&#039;&#039;Railgun&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: Tactical subsystems: &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;;  &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Primary Weapon:  &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
*** Tactical Subsystems: &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====Mech Abilities====&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* The starting Mech ability (also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) depends on the former class of the converted soldier. The following distribution is based on the abilities icons on this video [http://www.youtube.com/watch?v=1uMHNOuj5SU] and other references:&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &amp;quot;more resistant to close combat damage&amp;quot; [http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/];&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (no description so far); &lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;, which grants it additional damage to any shots fired during a turn if it doesn&#039;t move;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Keep in mind that this distribution doesn&#039;t fit with the one shown on this video [http://www.youtube.com/watch?v=buW1FtMOTwI] where the Mech Squaddie only has the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability. However, it is also possible that this video has some &#039;demo magic&#039; involved since the German Mech on the previous video has both &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;.&lt;br /&gt;
* Further base augments gained by promotions include:&lt;br /&gt;
** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; allows to target terrain, a high powered firing attack that uses a full clip of ammo;&lt;br /&gt;
** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (reduces the damage taken for one turn);&lt;br /&gt;
** &#039;&#039;&#039;One For All&#039;&#039;&#039; - Mech becomes high cover until it moves again or uses an arm weapon. This action does not end the MEC&#039;s turn;&lt;br /&gt;
** &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; - to reach higher positions;&lt;br /&gt;
** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Enemies==&lt;br /&gt;
===Aliens===&lt;br /&gt;
====Mechtoid====&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (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&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;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.~&lt;br /&gt;
* 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: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
====Seeker====&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] 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&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** 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. &lt;br /&gt;
** 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 (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]&lt;br /&gt;
***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.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt (New Faction)===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT]]&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use alien tech to enrich themselves and gain world domination. EXALT tries to avoid the aliens, but will disrupt XCOM efforts&#039;s to fight the aliens. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees XCOM as an obstacle to that goal. &lt;br /&gt;
====Keys to Global Covert Operations====&lt;br /&gt;
EXALT is a new global threat. They will carry out anti-XCOM operations until you find their base and destroy them,&lt;br /&gt;
#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. &lt;br /&gt;
#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.&lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cellscan conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current research.&lt;br /&gt;
* Also, if you turn down an Abduction in Africa and there&#039;s an EXALT cell on that country then the resulting panic will be further increased.&lt;br /&gt;
* Building Labs can provide a guard against Research Hacks.&lt;br /&gt;
====Keys to Cover Operative Deployment====&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and Foundry upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# Heavy soldiers and MEC Troopers are ineligible for covert ops duty.&lt;br /&gt;
* 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. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* There are two types of Covert Missions, with about 10 maps for each type (20 total). &lt;br /&gt;
* If the mission is ignored, the operative will be lost.&lt;br /&gt;
* There&#039;s no Meld in Covert Missions maps. &lt;br /&gt;
=====Cover Extraction=====&lt;br /&gt;
* There will be 4 Transponders, and 2 will have to be hacked by your covert operative (they will be marked on the map).&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks 2 Transponders it will have to get back to the extraction area. &lt;br /&gt;
=====Covert Data Recovery=====&lt;br /&gt;
# 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.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmiter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense. &lt;br /&gt;
====Mission Results====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s base. &lt;br /&gt;
* If you&#039;re wrong the country will leave the country. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If the mission is a failure the cell will go into hiding into another country.&lt;br /&gt;
====EXALT forces====&lt;br /&gt;
* EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic.&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use GMods to enhance their soldiers.&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an Arc Thrower. Their weapons however can be recovered and used instead of XCOM&#039;s models.&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
* A character (Annette) is a prisoner and asks for sanctuary to France but it is captured by EXALT. Annette has a special power that makes her interesting to XCOM, the aliens and EXALT.&lt;br /&gt;
* If successful Annette can become a soldier that the player can control &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px perrow=5&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:Where in The World (EU2012).jpg|EXALT Achievement&lt;br /&gt;
Image:Covert Extraction Complete 2K Forumn.jpg|Cover Extraction mission&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
Image:Covert Extraction (EU2012).jpg|Covert Extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features. Sectopod changes has been confirmed in later interview, stating that they get new passive ability which will cut all incoming damage in half.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks 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, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be 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&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map. &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Mission?==&lt;br /&gt;
* According to the EXALT &amp;quot;Security Breach&amp;quot; trailer [http://www.youtube.com/watch?v=fd9CmpLZVMI], it also seems that EXALT can attack the XCOM base. &lt;br /&gt;
* According to Gupta when questioned about Base Defense [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt]: &amp;quot;I&#039;m looking forward to talking about that. That&#039;s an interesting question.&amp;quot;. Gupta also adds: &amp;quot;We have lots of ways that Enemy Within is carried through as a theme.[...] There&#039;s lot of ways through which that theme may be realized&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48271</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48271"/>
		<updated>2013-08-23T11:49:48Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Mech Trooper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier above rookie rank, but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. &lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Abilities include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers. Other abilities provide weapons and include a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc), &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example Sniper-turned-MEC gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48266</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48266"/>
		<updated>2013-08-22T18:04:49Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* PC/Console Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. &lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Abilities include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers. Other abilities provide weapons and include a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc), &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example Sniper-turned-MEC gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48265</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48265"/>
		<updated>2013-08-22T18:04:09Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Class and Weapons Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. &lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Abilities include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers. Other abilities provide weapons and include a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc), &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example Sniper-turned-MEC gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48263</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48263"/>
		<updated>2013-08-22T16:53:08Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Mech Trooper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: fire support (offense) and survivability (defense)&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example sniper-turned-MEC gains the platform stability perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* As per gamespot article, Mech Troopers get monotone, RoboCop-esque voice&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48257</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48257"/>
		<updated>2013-08-22T12:53:28Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Gameplay Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48256</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48256"/>
		<updated>2013-08-22T12:51:40Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Gameplay Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will happen less often&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48255</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48255"/>
		<updated>2013-08-22T12:50:40Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Interface Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48254</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48254"/>
		<updated>2013-08-22T12:50:27Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Interface Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48253</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48253"/>
		<updated>2013-08-22T12:48:58Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Interface Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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 personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48252</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48252"/>
		<updated>2013-08-22T12:46:01Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Mech Trooper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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. The personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48251</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48251"/>
		<updated>2013-08-22T12:45:00Z</updated>

		<summary type="html">&lt;p&gt;Guciomir: /* Gameplay Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and UFOs).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers 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 will be 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. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your soldiers. &lt;br /&gt;
* 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)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. &lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039;, &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. Other weapons include also a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;, &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;. &lt;br /&gt;
* Mech Abilities: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered Melee attack, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* From the available footage it seems Mechs do not require Cover (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on SHIVs and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and Sectoids can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching Chryssalid Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* Assault&#039;s Close and Personal is now called &#039;&#039;&#039;Up Close and Personal&#039;&#039;&#039;: gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with unlimited uses.&lt;br /&gt;
* Foundry upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* Flanking system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New Second Wave options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from a soldier (&amp;quot;make item available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;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. The personalization 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).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* Maps: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* 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 will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for Multiplayer. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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==Unrevealed Features==&lt;br /&gt;
* The Enemy Within trailer [http://www.youtube.com/watch?v=P4KdSli869U] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
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[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Guciomir</name></author>
	</entry>
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