This standalone expansion introduces new maps and missions, new tactical and strategic gameplay, and new multiplayer content providing a fresh new gameplay experience. Continue the fight.

Features:

*New Soldier Abilities: Construct the Genetics Lab to physically enhance your operatives' abilities including augmentations to the chest, brain, eyes, skin, and legs or 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 and grenade launcher.

*New Weapons and Equipment: Give your operatives an extra tactical edge with new projects from your engineering team and the Foundry.

*New Enemy Threats: Adopt new tactics to counter the threats from two new alien types and a deadly new organization known as EXALT.

*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 upgrades.

*New Tactical Challenges and Maps: Cloak-and-dagger and intelligence operations provide new tactical challenges on over 40 new battlefields.

*New units, and abilities: Create your custom squad from a wider array of options and dominate your opponent in intense, one-on-one, turn-based matches.

*47 new maps have been added for the single player game, adding to the existing 80 maps bringing the total to well over 120 maps. Eight new multiplayer maps have also been added to the existing five, bringing the total to 12 multiplayer maps. The new maps offer greater diversity than ones seen in Enemy Unknown.

* Enemy Within adds a much asked for feature, which is the ability to let operatives speak in their Native Languages. The player can customize any soldier to speak in any language that is in the game, which are English, French, Italian, German, Spanish, Russian and Polish. The aim of this feature is to have X-COM be more clearly about a multi-national operation, whereas in Enemy Unknown all soldiers spoke American English.

Balancing Changes:

  • Squad Sight balance: hitting an alien outside of the sniper's own view will no longer grant a chance of a critical hit, unless the sniper uses the ability Headshot.
  • Snap Shot balance: the aim penalty for using Snap Shot has been reduced to -10 aim as opposed to the previous -20 aim.
  • HEAT Ammo balance: has been decreased to +50% damage to robotic enemies, as opposed to +100% damage.
  • Deep Pockets: since the new Foundry upgrade 'Tactical Rigging' will provide 2 item slots for all squad members, Deep Pockets has been changed to adding a charge to every use item (example: Arc Thrower will have 3 uses instead of 2, grenade will have 2 uses instead of 1, MediKit in relation with Field Medic will have 4 uses instead of 3 and so on).
  • Covering Fire balance: will now trigger before the enemy shoots as opposed to triggering after the enemy shoots.
  • Close and Personal: reworked to Up Close and Personal, providing a free shot in close proximity of an enemy that does not cost an action point (different from Close Combat Specialist in that it can be used on the player's turn, whereas Close Combat Specialist is a reaction shot).
  • Sectopod: received a buff to distinguish it as a superior unit from the new Mechtoid.
  • Panic will be less likely to cause soldiers to fire on friendly troops and more likely to destroy the environment. The panicked soldier also suffers an aim penalty.
  • Weapons and items will be more easily accessed when selecting squad load out by having anyone not in the squad selection automatically dump their equipment in the pool.
  • The game will be easier on both Easy and Normal than in Enemy Unknown, due to the new technology available. The game will be more challenging on Classic and Impossible due to added time requirements for research and promotions as well as more use of new challenging enemy types.
  • Bugs have been addressed. Most notably, the 'flanking bug' has been claimed to have been removed entirely and the 'teleport bug' has similarly been addressed.
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Why no one post there Mods here? Why the hell Moder´s use the crappy side Nexusmods.com I dont get it!

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Only thing I have ever obtained from Nexus is the FOOK2 mod for Fallout 3...

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