<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=XCOMmecwarden</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=XCOMmecwarden"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/XCOMmecwarden"/>
	<updated>2026-05-01T06:55:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=56216</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=56216"/>
		<updated>2014-03-23T00:06:38Z</updated>

		<summary type="html">&lt;p&gt;XCOMmecwarden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]&lt;br /&gt;
[[Image:Devil&#039;s Toys.png|right|450px|]]&lt;br /&gt;
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]&lt;br /&gt;
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]&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 is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally.&lt;br /&gt;
&lt;br /&gt;
An initial list of details 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;
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!&lt;br /&gt;
&lt;br /&gt;
==General Details==&lt;br /&gt;
* The PC version costs 30$ and the Console 40$.&lt;br /&gt;
* The PC edition is 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;
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within. &lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
{{main|Meld (EU2012)}}&lt;br /&gt;
{{:Meld (EU2012)}}&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;
{{main|Gene Mods (EU2012)}}&lt;br /&gt;
{{:Gene Mods (EU2012)}}&lt;br /&gt;
====Projects====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Body Part&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker&#039;s chance of success.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;br&amp;gt;[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&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;
===MEC Trooper===&lt;br /&gt;
{{main|MEC Trooper (EU2012)}}&lt;br /&gt;
{{:MEC Trooper (EU2012)}}&lt;br /&gt;
====MEC Trooper Rank Progression====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 0&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Primary Weapons====&lt;br /&gt;
{{main|Minigun (EU2012)}}&lt;br /&gt;
{{:Minigun (EU2012)}}&lt;br /&gt;
{{main|Railgun (EU2012)}}&lt;br /&gt;
{{:Railgun (EU2012)}}&lt;br /&gt;
{{main|Particle Cannon (EU2012)}}&lt;br /&gt;
{{:Particle Cannon (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MEC Suits====&lt;br /&gt;
{{main|MEC Suit (EU2012)}}&lt;br /&gt;
{{:MEC Suit (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====MEC-1 Warden=====&lt;br /&gt;
{{main|MEC-1 Warden (EU2012)}}&lt;br /&gt;
{{:MEC-1 Warden (EU2012)}}&lt;br /&gt;
=====MEC-2 Sentinel=====&lt;br /&gt;
{{main|MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
{{:MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
=====MEC-3 Paladin=====&lt;br /&gt;
{{main|MEC-3 Paladin (EU2012)}}&lt;br /&gt;
{{:MEC-3 Paladin (EU2012)}}&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 MEC 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;
===Mechtoid===&lt;br /&gt;
{{main|Mechtoid (EU2012)}}&lt;br /&gt;
{{:Mechtoid (EU2012)}}&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{main|Seeker (EU2012)}}&lt;br /&gt;
{{:Seeker (EU2012)}}&lt;br /&gt;
===Other Alien Changes===&lt;br /&gt;
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).&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;
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; which will cut all incoming damage in half. Additionally, the tactic of having an MC&#039;ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.&lt;br /&gt;
** The Sectopod&#039;s Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. &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 Trooper (EU2012)|MEC]] related death sequences&lt;br /&gt;
**Berserker: brawl and Achievement.&lt;br /&gt;
**Mechtoid: headgrab&lt;br /&gt;
**Sectopod: Donkey Kong&#039;s Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)&lt;br /&gt;
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).&lt;br /&gt;
* No change to the Temple Ship&#039;s layout or enemy composition, except that the Uber Ethereal&#039;s cutscene has &#039;&#039;Inception&#039;&#039;-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.&lt;br /&gt;
&lt;br /&gt;
==EXALT (New Faction)==&lt;br /&gt;
{{main|EXALT (EU2012)}}&lt;br /&gt;
{{:EXALT (EU2012)}}&lt;br /&gt;
===EXALT Units===&lt;br /&gt;
{{main|EXALT Units (EU2012)}}&lt;br /&gt;
{{:EXALT Units (EU2012)}}&lt;br /&gt;
===EXALT Weapons===&lt;br /&gt;
{{main|EXALT Weapons (EU2012)}}&lt;br /&gt;
{{:EXALT Weapons (EU2012)}}&lt;br /&gt;
===Covert Operations===&lt;br /&gt;
{{main|Covert Operations (EU2012)}}&lt;br /&gt;
{{:Covert Operations (EU2012)}}&lt;br /&gt;
====Covert Operative====&lt;br /&gt;
{{main|Covert Operative (EU2012)}}&lt;br /&gt;
{{:Covert Operative (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
{{main|Covert Extraction (EU2012)}}&lt;br /&gt;
{{:Covert Extraction (EU2012)}}&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
{{main|Covert Data Recovery (EU2012)}}&lt;br /&gt;
{{:Covert Data Recovery (EU2012)}}&lt;br /&gt;
===EXALT Base Raid===&lt;br /&gt;
{{main|EXALT Base Raid (EU2012)}}&lt;br /&gt;
{{:EXALT Base Raid (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
===Soldiers/S.H.I.V.s===&lt;br /&gt;
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].&lt;br /&gt;
====Classes/Abilities====&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; has now been redesigned to - &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].&lt;br /&gt;
* Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). &lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now allows the unit to fire before the enemy uses its weapon.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; now gives 2 extra uses of smoke grenade instead of 2. &lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now reads: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; now reads: &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
** Penalty reduced from -20 to -10 Aim. &lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; now reads: &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&#039;&#039;&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; now reduced to 50% extra damage, it reads: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
* Heavy&#039;s &#039;&#039;&#039;Grenadier&#039;&#039;&#039; changed to: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Soldier Rank Progression====&lt;br /&gt;
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. &lt;br /&gt;
&lt;br /&gt;
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Required per Rank&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Rank !! width=&amp;quot;120px&amp;quot; | Points Required || Points Required (EW DLC)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CAPTAIN.png|24px]] Captain  || 1100 || 1380&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK MAJOR.png|24px]] Major  || 1560 || 1840&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Medals====&lt;br /&gt;
{{main|Medals (EU2012)}}&lt;br /&gt;
{{:Medals (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
====Needle Grenade====&lt;br /&gt;
{{main|Needle Grenade (EU2012)}}&lt;br /&gt;
{{:Needle Grenade (EU2012)}}&lt;br /&gt;
====Flashbang Grenade====&lt;br /&gt;
{{main|Flashbang Grenade (EU2012)}}&lt;br /&gt;
{{:Flashbang Grenade (EU2012)}}&lt;br /&gt;
====Gas Grenade====&lt;br /&gt;
{{main|Gas Grenade (EU2012)}}&lt;br /&gt;
{{:Gas Grenade (EU2012)}}&lt;br /&gt;
====Ghost Grenade====&lt;br /&gt;
{{main|Ghost Grenade (EU2012)}}&lt;br /&gt;
{{:Ghost Grenade (EU2012)}}&lt;br /&gt;
====Mimic Beacon====&lt;br /&gt;
{{main|Mimic Beacon (EU2012)}}&lt;br /&gt;
{{:Mimic Beacon (EU2012)}}&lt;br /&gt;
====Reaper Rounds====&lt;br /&gt;
{{main|Reaper Rounds (EU2012)}}&lt;br /&gt;
{{:Reaper Rounds (EU2012)}}&lt;br /&gt;
====Respirator Implant====&lt;br /&gt;
{{main|Respirator Implant (EU2012)}}&lt;br /&gt;
{{:Respirator Implant (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (EU2012)|Foundry]] Changes===&lt;br /&gt;
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. &lt;br /&gt;
====New Projects====&lt;br /&gt;
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.&lt;br /&gt;
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. &lt;br /&gt;
** Repairs 2hp per turn.&lt;br /&gt;
**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;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.&lt;br /&gt;
** Cost: §200, 5 Engineers, 4 Days&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. &lt;br /&gt;
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]&lt;br /&gt;
* &#039;&#039;&#039;Elerium Jelly&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
** Requires [[Elerium (EU2012)|Elerium]] Research.&lt;br /&gt;
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]&lt;br /&gt;
* &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.&lt;br /&gt;
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
* The &#039;&#039;&#039;Iron Will&#039;&#039;&#039; perk now only requires Sergeant rank instead of Major.&lt;br /&gt;
* The &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; perk has been removed, due to the addition of the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; Gene Mod.&lt;br /&gt;
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]&lt;br /&gt;
* Instead there&#039;s a new ability: &#039;&#039;&#039;Lead By Example&#039;&#039;&#039; (§50 cost, Lieutenant rank required) - &#039;&#039;The squad leader substitutes his or her Will for that of all nearby lower Will squadmates&#039;&#039;.&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;
===Difficulty===&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.&lt;br /&gt;
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.&lt;br /&gt;
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.&lt;br /&gt;
** The Meld Tutorial is named Gateway.&lt;br /&gt;
====Research Times====&lt;br /&gt;
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.&lt;br /&gt;
*This applies to all techs, except:&lt;br /&gt;
** Xenobiology&lt;br /&gt;
** Weapon Fragments&lt;br /&gt;
** Alien Materials&lt;br /&gt;
** Experimental Warfare&lt;br /&gt;
** Meld&lt;br /&gt;
====Satellite Uplink and Nexus Costs====&lt;br /&gt;
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).&lt;br /&gt;
====Workshop adjacency bonus====&lt;br /&gt;
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.&lt;br /&gt;
&lt;br /&gt;
====Plasma Weapons Cost====&lt;br /&gt;
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
 &lt;br /&gt;
*Old: §125, 15 Elerium, 20 Alloys&lt;br /&gt;
*New: §180, 30 Elerium, 30 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 30 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 50 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 75 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 30 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 25 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §275, 65 Elerium, 50 Alloys&lt;br /&gt;
* New: §400, 120 Elerium, 75 Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New [[Second Wave (EU2012)|Second Wave]] options====&lt;br /&gt;
The Second Wave settings can be consulted during a game but it can&#039;t be changed. Second Wave also has new options:&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – &#039;&#039;Loading a save game will reset the random number seed, so taking an identical action may yield different results.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – &#039;&#039;Units receive an aim bonus the closer they are to flanking an enemy.&#039;&#039;&lt;br /&gt;
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - &#039;&#039;Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.&#039;&#039;&lt;br /&gt;
** This applies to aliens with ranged attack which doesn&#039;t take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - &#039;&#039;Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.&#039;&#039;&lt;br /&gt;
=====Training Roulette=====&lt;br /&gt;
{{main|Training Roulette (EU2012)}}&lt;br /&gt;
{{:Training Roulette (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&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 is less deadly.&lt;br /&gt;
* Alien starting areas have been changed.&lt;br /&gt;
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.&lt;br /&gt;
* On Terror missions, AoE attacks will have the &amp;quot;Friendly Fire&amp;quot; warning for civillians.&lt;br /&gt;
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to &#039;&#039;have&#039;&#039; available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won&#039;t be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.&lt;br /&gt;
* Reaction fire has been changed for laser weapons. Where on EU the [[Aim (EU2012)|Aim]] penalty was fixed, -20 Aim when taking an [[Overwatch (EU2012)|Overwatch]] shot and -40 if the target was dashing, on EW each action gives 0.7 modifier to the soldier&#039;s Aim. &lt;br /&gt;
** To exemplify, a soldier with 100 Aim had 80 Chance to Hit on Overwatch and 60 if the target was dashing. On EW, the values are 70 Chance to Hit and 49 (70*0.7) if the target is dashing.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. &lt;br /&gt;
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. &lt;br /&gt;
* The old and new maps are 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 are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.&lt;br /&gt;
* There&#039;s four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. &lt;br /&gt;
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. &lt;br /&gt;
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station.  &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.&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]]). &lt;br /&gt;
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The  Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.&lt;br /&gt;
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.&lt;br /&gt;
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. &lt;br /&gt;
&lt;br /&gt;
====List of New Maps====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! &#039;&#039;&#039;New Maps&#039;&#039;&#039;!! &#039;&#039;&#039;Redesigned Maps&#039;&#039;&#039; !! &#039;&#039;&#039;Different Starting Areas&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Extraction&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Data Recovery&#039;&#039;&#039; !! &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Small Scout Farm&lt;br /&gt;
*Small Scout Nuked City&lt;br /&gt;
*Small Scout Roadhouse&lt;br /&gt;
*Large Scout City&lt;br /&gt;
*Pier A Terror&lt;br /&gt;
*Office Paper Terror&lt;br /&gt;
*Portent (Progeny)&lt;br /&gt;
*Deluge (Progeny)&lt;br /&gt;
*Furies (Progeny)&lt;br /&gt;
*EXALT HQ Assault&lt;br /&gt;
*XCOM HQ Assault&lt;br /&gt;
*XCOM HQ Multiplayer &lt;br /&gt;
*Meld Tutorial - a.k.a. Ice Cream Shop&lt;br /&gt;
*Chryssalid Hive&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Fast Food (EWI) - a.k.a. Bank&lt;br /&gt;
*Office Paper (EWI) - a.k.a. Tire Shop&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Military Ammo&lt;br /&gt;
*Liquor Store&lt;br /&gt;
*Trainyard&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*PierA Terror&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Portent&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Industrial Office&lt;br /&gt;
*Rooftops Const&lt;br /&gt;
*Boulevard&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Highway Construction&lt;br /&gt;
*Office Paper (EWI)&lt;br /&gt;
*Police Station&lt;br /&gt;
*Commercial Restaurant&lt;br /&gt;
|&lt;br /&gt;
*Rooftops Construction&lt;br /&gt;
*Observatory - Research Outpost (EWI)&lt;br /&gt;
*Stop &#039;N Gulp - Gas Station (EWI)&lt;br /&gt;
*Ruined Fishing Village - Chryssalid Hive&lt;br /&gt;
*Back Alley - Commercial Alley (EWI)&lt;br /&gt;
*Fast Food Joint&lt;br /&gt;
*XCom HQ&lt;br /&gt;
*Wrecked Pier - PierA Terror&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 2.png|Deluge&lt;br /&gt;
File:XCOM Enemy_Within 4.png|Small Scout Farm&lt;br /&gt;
File:New Map EW (EU2012).jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 6.png|Furies&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 Missions===&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
{{main|Progeny (EU2012)}}&lt;br /&gt;
{{:Progeny (EU2012)}}&lt;br /&gt;
=====Portent=====&lt;br /&gt;
{{main|Portent (EU2012)}}&lt;br /&gt;
{{:Portent (EU2012)}}&lt;br /&gt;
=====Deluge=====&lt;br /&gt;
{{main|Deluge (EU2012)}}&lt;br /&gt;
{{:Deluge (EU2012)}}&lt;br /&gt;
=====Furies=====&lt;br /&gt;
{{main|Furies (EU2012)}}&lt;br /&gt;
{{:Furies (EU2012)}}&lt;br /&gt;
====XCOM HQ Base Defense====&lt;br /&gt;
{{main|XCOM Base Defense (EU2012)}}&lt;br /&gt;
{{:XCOM Base Defense (EU2012)}}&lt;br /&gt;
====Site Recon====&lt;br /&gt;
{{main|Site Recon (EU2012)}}&lt;br /&gt;
{{:Site Recon (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There is 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.&lt;br /&gt;
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. &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;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** [[MEC Trooper (EU2012)|MEC 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;
===Advanced Options===&lt;br /&gt;
Before starting a game it is possible to choose between a number of options:&lt;br /&gt;
*&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meld Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Slingshot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Progeny&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironman&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039; - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. &lt;br /&gt;
** Disables: warning about blowing up aliens, new UFO type comment, new armor &#039;demonstration&#039;, new alien type comment, &lt;br /&gt;
** Does not disable: Generator &amp;quot;watch your fire&amp;quot; comment, Computer &amp;quot;Bring it back&amp;quot; comment, Stasis Tank comment in Alien Base, comments at start of Council Missions&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Achievements==&lt;br /&gt;
{{Main|Achievements (EU2012)}}&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] are available on all platforms.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Anger Management&lt;br /&gt;
|Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Neural Feedback&#039;s base damage is 7. Weaken it before the Sectoid Commander&#039;s/Ethereal&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Steel Martyr&lt;br /&gt;
|Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Muscle Fiber Density Gen Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Someone Your Own Size&lt;br /&gt;
|Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|Progeny (Slingshot type Council mission)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Ours are the Furies&lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&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;
** This includes the &#039;glitch&#039; of a cornered alien that&#039;s flanked and being Overwatched going into &amp;quot;panic&amp;quot; (a.k.a. &amp;quot;Overwatch Freeze&amp;quot;) and no longer taking actions.&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;
* EXALT units can be used.&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
===[[The Bureau: XCOM Declassified]]===&lt;br /&gt;
====William Carter====&lt;br /&gt;
{{Main|William Carter (EU2012)}}&lt;br /&gt;
{{Main|William Carter (Bureau)}}&lt;br /&gt;
* Giving a soldier the name &#039;&#039;&#039;[[William Carter (Bureau)|William Carter]]&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.&lt;br /&gt;
* Carter&#039;s fedora hat is now available as a new hair style.&lt;br /&gt;
{{:William Carter (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: &amp;quot;While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[TFTD|X-COM: Terror From The Deep]]===&lt;br /&gt;
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment &amp;quot;That ship didn&#039;t just run aground... it looks like it was overrun. I&#039;d say that&#039;s the likely source of our Chryssalid problem... I guess we should just be thankful it wasn&#039;t a [[Shipping_Lane_Mission|cruise liner]].&amp;quot;&lt;br /&gt;
* Afterwards, if the mission is successful, the debriefing will say: &amp;quot;We&#039;ve got a hint of how at least one of the aliens would transform the Earth, if given the chance. We&#039;ll have to assess future risk to the world&#039;s oceans from the Chryssalid reproductive processes the squad documented.&amp;quot;&lt;br /&gt;
===Firaxis Games/Sid Meier===&lt;br /&gt;
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]&lt;br /&gt;
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.&lt;br /&gt;
* One EW achievement is called &#039;&#039;&#039;Remington... Max Remington&#039;&#039;&#039; (&#039;&#039;Sid Meier&#039;s Covert Action&#039;&#039;)&lt;br /&gt;
* Two new lines of dialogue have been added to Bradford:&lt;br /&gt;
** &amp;quot;Don&#039;t patch that through - No....we&#039;re here to track alien activity, not investigate haunted houses.&amp;quot; (&#039;&#039;Haunted Hollow&#039;&#039;)&lt;br /&gt;
** &amp;quot;I don&#039;t want to hear anything else about forming an ace patrol... we don&#039;t have time for alien dogfights.&amp;quot; (&#039;&#039;Sid Meier&#039;s Ace Patrol&#039;&#039;)&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>XCOMmecwarden</name></author>
	</entry>
</feed>