Threatened by an unknown enemy, the Earth’s governments unite to form an elite paramilitary organization, known as XCOM, to combat this extraterrestrial attack. As the commander of XCOM, you control the global defense team in a battle against a terrifying alien invasion by creating a fully operational base, researching alien technologies, planning combat missions, and controlling soldier movement in battle.
The 3.0 patch for XCOM: Enemy Unknown. Note that this is an unofficial patch.
01/08/2013: Medium Scout- Shifted the entire ship south and east by one tile width. This may help with regions of the ship being inaccessible due to terrain or water. Added 3 more spawn points around the perimeter of the ship and linked to W, E & N points on the compass rose. This should make this ship look more consistent spawn point wise. Supply Ship - Added another node and linked to the West, and also shifted some links around to make it look symmetrical.
Fixes a number of problems dealing with the TERRAIN, MAPS and ROUTES game folders all wrapped up into one package. This is not meant to be a mod of the game folders but rather an update of what was intended by the original programmers. Here is a short list of the issues which are patched:
05/22/2008: The spawn point near the steps in the General Stores module is now reserved for X-COM units.
06/29/2008: The Line Of Fire (LOF) "hole" in center-North wall segment in the Lightning points to the correct template. Troops can no longer deploy from the diagonals in the Lightning. "Invisible" pillars fill the gaps between the diagonal walls of the Lightning. The LOF templates are extended to fill the gap between the walls and the floor in the Lightning. Thanks to Bomb Bloke for all the help with this!
07/06/2008: Destroyed mountainous terrain tiles point to "scorched earth" instead of a stump object. Stumps in the mountainous terrain point to the correct death tiles.
07/22/2008: The small patch of sand floating in mid-air in one of the desert modules has been removed.
07/23/2008: Aliens can now exit from both exterior doors in the Supply Ship instead of only one.
07/23/2008: Official creation of my Patch Kit.
08/19/2008: Two UFO floor tiles now take the normal 4 TU to walk across.
08/28/2008: A spawn point in the Access Lift on L1 is now reserved for only small units (large units spawned partially within a wall).
08/29/2008: A spawn point on the Battleship is now reserved for only small units (large units got stuck in a wall).
08/30/2008: Spawn points inside the following ships have been updated to prevent large units from going there - Medium Scout, Large Scout, Abductor & Harvester. Terrorship - Fixed a node on the East side of the ship to prevent a spawning issue. Node 30 has been changed to only allow small units to spawn there (the game sometimes places large units there which get stuck in the wall between the bridge and the terror balcony). Also fixes a whole raft of other spawning issues throughout the ship. For instance, large units are no longer allowed inside the ship "proper" on L1, except in the balcony rooms.
09/13/2008: Fixed a number of issues with objects in an alien base. First, a small display vat is set to burn for the correct number of turns. Second, a quarter of the large 2x2 green vat has been changed to have the correct armor and HE block. Third, a quarter of the large 2x2 yellow and brown vat now points to the proper death tile. Finally, the properties of the "brain" vat have been updated to those of the other large vats in the game. (Not really necessary as this vat isn't used anywhere, but it is if you plan on applying my Cydonian Base Modification).
12/25/2009: Objects which explode and produce only smoke damage now are truly explosive.
03/01/2010: Transparent pixel on the X-COM hangar floor replaced. Thanks to BB.
01/01/2013: Increased the number of X-COM spawn points in an alien base from 22 to 36 and reordered the nodes. Updated the Medium & Large Scouts and the Supply Ship so there are not any large-reserved spawn points outside the ship.
01/05/2013: Fixed 3 nodes in 3 different farm modules so that they link back to another node (aka sympathetic linking). Removed "garbage" nodes in the Lightning & a mountainous map. Fixed a spawn point in the "Entertainment" module of an alien base to be flying, and updated another node to link there properly. Thanks to BB for his custom routes checking program to identify these issues.
01/07/2013: Small Scout - Changed 2 perimeter nodes from small to any. I kept the rank of all the nodes to solider instead of Civ-Scout as nothing but soldiers can spawn from a Small Scout ship. Medium Scout - Changed my previous edit of the perimeter node from small to any. Large Scout - Changed a bunch of perimeter nodes from small to any. Abductor - Changed a perimeter node from small to any. Harvester - Changed two engineer spawn points to medics in the harvesting room and reduced their spawn priorities to 2. Changed an engineer spawn point in the room off the engine room to a spawn priority of 2. Changed the two engineer spawn points in the engine room to have a priority of 6. Changed two navigator spawn points to soldier on the second floor. Terror Ship - Now has actual alien spawn points around the perimeter of the ship. Increased the spawn probability of an alien engineer from 2 to 3. Changed a navigator spawn point in the E small overlook room to a soldier. Changed a soldier spawn point in the bridge to navigator. Linked to the E & W middle perimeter nodes. Supply Ship - Linked to the E on the East perimeter node. Changed the spawn priority and "flag" field of an engineer to 3 in the engine room. Battleship - Changed a perimeter node from soldier to any. Changed the small outer perimeter nodes to any. Changed a spawn point on the second level from small to any. Changed the spawn priority of a navigator on the bridge room from 2 to 3.
01/08/2013: Medium Scout - Shifted the entire ship south and east by one tile width. This may help with regions of the ship being inaccessible due to terrain or water. Added 3 more spawn points around the perimeter of the ship and linked to W, E & N points on the compass rose. This should make this ship look more consistent spawn point wise. Supply Ship - Added another node and linked to the West, and also shifted some links around to make it look symmetrical.
01/16/2013: Removed the "content" and updated the "ground" tiles of a few areas in the X-COM hangar (XBASE_17, XBASE_18 & XBASE_19 modules were edited, XBASE_16 was fine for some reason). Edited a node in the Missile Defenses, Fusion Ball Defenses and Grav Shield maps (XBASE_6, XBASE_11 & XBASE_12) to link to the West instead of the East
01/17/2013: Fixed a number of linking issues in various terrain. UBASE_01: changed 3 linking nodes from flying large to just flying. POLAR08 & DESERT03: Linked 2 nodes together. DESERT11: linked a few nodes together. CULTA13: linked to the north on one node. MARS08: linked to the west instead of the east for 1 node. MARS09: added links to the North and South. UFO_110: simplified my previous linking scheme.
01/18/2013: Fixed TU usage costs for the 3 movement styles on a few terrain types. AVENGER: middle ramp section takes 2 TU to cross. U_BASE: death tiles for large vats take 2 TU to cross, little green plants take 1 TU to cross. URBITS: Two different death tiles for fences take 2 TU to cross. Routes in an X-COM base updated. XBASE_02: changed 2 X-COM pathfinding nodes to spawn points. XBASE_03: changed an X-COM pathfinding node to a spawn point, changed a Civ-Scout pathfinding node to a spawn point. XBASE_04: changed 2 Civ-Scout spawn points upstairs to X-COM, changed the Civ-Scout pathfinding route to a spawn point. UBASE_07 moved a node 1 tile to the south. Centered the node in a room in the following modules: XBASE_5, XBASE_9-13, XBASE_15.
01/21/2013: Reversed fixes for TU usage of URBITS.MCD and the death tiles for vats in U_BASE.MCD. Fixed a small vat to have the correct light blockage value, and updated the death tile.
This file will be updated with the latest patches to the game folders as they are reported and fixed. Simply extract into your main game folder and if prompted to overwrite anything, answer "yes to all".