[Nov 12, 2013, 09:12 am ET] - Share - Viewing Comments
XCOM: Enemy Within
is now available for Windows in North America,
expanding the throwback counter-UFO strategy of XCOM: Enemy Unknown with new
content (available on consoles as the standalone XCOM: Enemy Within –
2K Games confirms
the add-on, which requires the original game, will be
released internationally on Friday, and outlines what it offers:
Enemy Within, players can modify their soldiers genetically to enhance their
operatives’ abilities or transform their soldiers into cybernetic warriors.
These new abilities and units are imperative to combat two new aliens, the
Mechtoid and the Seeker. In addition to new aliens, XCOM: Enemy Within adds a
new threat known as EXALT, an underground human organization set on disrupting
XCOM operations and taking control of Earth. XCOM: Enemy Within also includes an
array of new maps, abilities, upgrades and weapons across both single player and
“XCOM: Enemy Within continues the tradition of robust expansion packs from
Firaxis Games,” said Christoph Hartmann, president of 2K. “With an incredible
amount of new content, XCOM: Enemy Within is the definitive way to play last
year’s best strategy game.”
“The number one thing our fans asked for after we released XCOM: Enemy Unknown
was more maps,” said Ananda Gupta, lead designer at Firaxis Games. “In XCOM:
Enemy Within, we’re giving players nearly 50% more maps in addition to a massive
amount of other new content, providing nearly limitless replayability for XCOM
commanders to enjoy.”
Key features for XCOM: Enemy Within include:
- New Soldier Abilities: Research a new alien
technology to advance the capabilities of operatives:
- Gene Mods: Construct the Genetics Lab
to physically enhance operatives’ abilities, including augmentations to
the chest, brain, eyes, skin and legs;
- MECs: Build the Cybernetics Lab to
enable the construction of the new Mechanized Exoskeletal Cybersuit, or
MEC. The new MEC Trooper class has specialized abilities and each suit
can be upgraded with new weapons including the flamethrower, grenade
launcher and more.
- New Weapons and Equipment: Give operatives
an extra tactical edge with new projects from the engineering team in the
- New Enemy Threats: Adopt new tactics to
counter the threats from new enemies, including the Mechtoid, the Seeker and
an organization known as EXALT, a group of humans sympathetic to the alien
- New Strategic Resource: A valuable new
alien resource, known as Meld, has been discovered. Secure it on the
battlefield and use it carefully back at base to unlock new research and
- New Tactical Challenges and Maps: Face new
tactical challenges, on nearly 50% more maps;
- New Story Elements: Recover a mysterious
new weapon in Operation Progeny, investigate a terrifying threat in an
abandoned fishing village, and defend the XCOM headquarters from alien
attack in a series of new plot-driven missions;
- New Multiplayer Maps, Units and Abilities:
Create custom squads from a wider array of options and dominate opponents in
intense, one-on-one, turn-based matches;
- New Second Wave Options: A number of new
gameplay modifiers including the option to enable random soldier abilities
means no XCOM squad need ever be the same again.
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||Re: Ships Ahoy - XCOM: Enemy Within
||Nov 13, 2013, 11:09
dj LiTh wrote on Nov 13, 2013, 09:14:
jimnms wrote on Nov 13, 2013, 05:06:
Creston wrote on Nov 12, 2013, 11:50:
SpectralMeat wrote on Nov 12, 2013, 10:00:
I did not get this expansion (canceled this preorder as well ) but I still had a 4Gb patch to download last night.
Not sure if they've made some changes to the main game as well?
They did. They fixed some bugs (teleport bug amongst others), made some optimizations (apparently) and I think the changes for the RNG were ported over to the original game as well.
Has there been an official patch notes detailing what was fixed? I never finished the game because it bugged out on me. I was getting conflicting hit chances depending on what I was looking at. The target icons on the bottom of the screen would show one value while when in targeting to take the shot I got another value. At first it was only effecting one particular soldier, then it spread to others and eventually my whole team. At first it was just only showing 1% chance on the icons, but seemed to be showing the correct percentage in targeting mode. Then it started showing two different values, so I had no idea which one was right.
I also had a soldier that was a reward for a mission that was bugged. He was a high ranked sniper, which I gave him squad sight. No matter what, he never had a shot at anything, it was like he was blind and couldn't see them, even when an enemy was in the open right in front of him.
I'll try firing this up this weekend and see if it fixed my game. I really hope I don't have to start over. While I made some regrettable decisions, with it being my first game, I think I was doing good and wanted to play it out.
If your save is from within the Geoscope/base then i'd say its probably good, if its from inside a battle then everything is probably already locked in until you fire up another. Anyways with Enemy Within you have to start a new campaign anyways so i'm sure just starting a new campaign with or without EW would fix it for sure. Its weird to hear of bugs in Xcom, as i've never seen one (not even the teleporting enemy one? Never saw it in 4 play throughs).
That aside, EW is worth it to anyone that liked EU. Its a ton more stuff already added to a great game. I'm really digging the medals and genetics augmentations, havent even delved into the MEC's (big giant robot things) yet. I'm playing on Classic (which i think is a must for anyone), with all the second wave options except for the Save scum one and the random abilities. So far its been awesome! Highly recommended!
My first playthrough was on Classic.
I'd say Ironman is more important than Classic. You can do both, of course, and I will for my next playthrough. Ironman on Easy was too easy (like I said, 1 unit lost, and it was a fluke), but losing the ability to quick-load and quick-save made me play in a very different way. It made me a better player that thought more about it. On my Classic playthrough I wouldn't say I abused Quick-save and Quickload, but I definitely took far more chances, particularly with scouting.
I know that, if I don't do EW in Ironman, I'll probably quickload my way to getting the goop at the start of the missions 90% of the time.