XCOM(2012) map patches by liquid Special thanks to wastelandghost Install instructions: XCOM Enemy Within Vanilla -decompress all the upk files in your install folder <...>/XCom-Enemy-Unknown/XEW/XComGame/CookedPCConsole -create a backup of the DefaultMaps.ini found in <...>/XCom-Enemy-Unknown/XEW/XComGame/Config -replace it with the file DefaultMaps.ini from the folder "EWI Vanilla" found in this archive XCOM Enemy Within Longwar Beta 15f3 -decompress all the upk files in your install folder <...>/XCom-Enemy-Unknown/XEW/XComGame/CookedPCConsole -create a backup of the DefaultMaps.ini found in <...>/XCom-Enemy-Unknown/XEW/XComGame/Config -replace it with the file DefaultMaps.ini from the folder "LW" found in this archive Bugfix list: ----------------------------------------------------------- Map = DLC2_3_Furies Patch = patch_furies Fixes: -climbable hill near the left side of the ship -(14/09/2015) part of the roof above the prisoners was not pointable by the cursor ----------------------------------------------------------- Maps = COverseer_TheBarrens Patch = patch_overseer_barrens Fixes: -alien computers were blocking pathing -(20/08/2015) a tree trunk had a wrong grid offset and rotation, causing cover bug ----------------------------------------------------------- Map = AlienBase01 Patch = patch_alienbase1 Fixes: -fixed pathing near the last door and around all instances of the alien-triange-border-mesh -fixed unwalkable tiles near the last door of base2 -(20/08/2015) sidestep bugs on the sides of the big doorways ----------------------------------------------------------- Map = AlienBase02 Patch = patch_alienbase2 Fixes: -fixed unwalkable tiles near the last door -fixed cover, LOS and path blocking of the hyperwave relay -(14/06/2015) (LW) aliens were able to spawn under the stairs near the hyperwave relay -(20/08/2015) sidestep bugs on the sides of the big doorways ----------------------------------------------------------- Map = URB_MilitaryAmmo Patch = patch_militaryammo Fixes: -removed lights that were blocking pathing in the small room -(8/08/2015) the shelve sides were blocking LOS -(8/08/2015) flank bug on the ladder ----------------------------------------------------------- Map = URB_OfficePaper, URB_OfficePaper_Terror Patch = patch_officepaper2 -the roof hided the elevated position in the large room -flank bugs on some plants -(8/08/2015) the shelve sides were blocking LOS ----------------------------------------------------------- Maps = CLrgScout_ForestTrench, COverseer_ForestTrench Patch = patch_forest_trench Fixes: -made visible a hidden tree in one of the bushes -(7/08/2015) a tree was not providing cover on one side ----------------------------------------------------------- Map = URB_ConvienienceStore Patch = patch_convstore Fixes: -(1/08/2015) flank bugs on some of the drainpipes ----------------------------------------------------------- Map = CBattleship_01, CBattleship_02, DLC1_3_Gangplank Patch = patch_battleship_roof Fixes: -removed camera/cursor bug which prevented pointing the higher levels of the ship -(30/07/2015) fixed possible LOS bugs which were side effects of the patch ----------------------------------------------------------- Maps = URB_CommercialAlley, URB_CommercialAlley_Terror, URB_CommercialAlley_EWI Patch = patch_commercialalley_carflank Fixes: -flank bug on the car edges in the café -(30/07/2015) numerous LOS and flank bugs around the sidewalk Known bugs: -the footstep sounds near the cars are not right ( side effect of the fix ) Notes: -(side effect) increased loading time between the dropship cutscene and the mission start ----------------------------------------------------------- Map = URB_OfficePaper Patch = patch_officepaper Fixes: -flank bugs on the trucks and ladders -a plant was not providing fullcover on one side -(24/07/2015) destroying a wall expoded the cars near it ----------------------------------------------------------- Map = URB_GasStation_EWI Patch = patch_gasstationewi Fixes: -the pickups did not catch fire nor deal damage, destroying it's glasses made it explode -the fences were forcing full cover to halfcover objects -flank bug on one of the trucks -(26/05/2015) the ghost rock on the edge of the map now provides halfcover and is 55% of it's previous height (for technical reasons it cannot be fullcover) -(26/05/2015) halfcover rusted car wreck now does not block LOS -(24/07/2015) cover/flank bugs on some of the chairs -(24/07/2015) flank bug on one of the park benches ----------------------------------------------------------- Maps = CLrgScout_DeepWoods, COverseer_Deepwoods Patch = patch_deepwoods Fixes: -pathing problems on one of the hills -(04/07/2015) many trees on the overseer map were invisible ----------------------------------------------------------- Map = URB_FastFood_EWI Patch = patch_fastfood_ewi Fixes: -flank bug on the ladder and truck -(28/06/2015) when damaged the 2 pillars instantly destroyed the car between them ----------------------------------------------------------- Map = URB_LiquorStore Patch = patch_liquorestore Fixes: -(23/06/2015) flank bugs near the sidewalks ----------------------------------------------------------- Map = URB_CommercialRestaurant Patch = patch_commercialrestaurant Fixes: -the pillars did not provide cover on some sides when destroyed -flank bugs on the trucks -(22/06/2015) one of the bookcases was not providing cover Known Bugs: -some of the railings near the stairways provide cover but should not ----------------------------------------------------------- Map = URB_RooftopsConst, URB_RooftopsConst_Asian Patch = patch_rooftopconst Fixes: -cursor elevation bug on the containers -flank bugs on the ladders -(14/06/2015) (LW) aliens were able to spawn inside the building ----------------------------------------------------------- Map = CSmallScout_DirtRoad Patch = patch_dirtroad Fixes: -fixed halfcover on alien debris off the dirtroad -(6/06/2015) a log on the left of the car was not providing cover Notes: -causes a minor graphical glitch: the unit circle might become partialy covered by the skid mesh in that area ----------------------------------------------------------- Maps = URB_CommercialAlley, URB_CommercialAlley_Terror Patch = patch_commercialalley Maps = URB_CommercialAlley_EWI Patch = patch_commercialalley_ewi Fixes: -cover bugs on the 2 cars near the café -destoyng the wall near the cars expoded them -(30/05/2015) a ladder on URB_CommercialAlley_EWI was forcing fullcover the roof ledge ----------------------------------------------------------- Maps = EWI_ChryssalidHive Patch = patch_lidhive Fixes: -flank bugs on the ladders -(29/05/2015) added a ladder to the front side of a boat, the area had no way out Known Features: -the tail of the whale does not block pathing ----------------------------------------------------------- Maps = URB_StreetOverpass_EWI Patch = patch_streetoverpassewi Fixes: -added a halfcover tile to the blue car -fixed barel debris meshes, were providing fullcover -the wagon back meshes were providing fullcover on the sides when destroyed -the lights on the wall were preventing dropping down from the ralings -some of the cars were prividing LOS blocking and full cover instead of half in certain tiles -ladder flank bugs -(26/05/2015) halfcover rusted car wreck now does not block LOS Notes: -graphical glitch on the debris mesh, has black areas ----------------------------------------------------------- Maps = Any map Patch = patch_hide_randomized_objects Fixes: -hides bombs/power nodes/meld until a soldier/scanner has seen their location (no more peeking through the fog of war) -hides the unactivated pod abductee on sectoid and thinmen pods (the abductee gets removed anyway when the pod activates) ----------------------------------------------------------- Maps = CLrgScout_TheBarrens, COverseer_TheBarrens Patch = patch_barrens Fixes: -the terrain was not providing cover near one of the ramps on the edge of the map ----------------------------------------------------------- Map = DLC1_2_CnfndLight Patch = patch_cnfndlight Fixes: -flank bug on the ladders -the streetlights no longer block LOS -the streetlights now provide half cover instead of full -a tile near the rails was not providing halfcover ----------------------------------------------------------- Maps = DLC2_2_Deluge Patch = patch_deluge Fixes: -removed collision of the barrel debris which were blocking pathing on the elevated ground and forcing highcover at the edges -fixed edge near barrel, it had halfcover instead of full -flank bugs on the trucks and truck ladders -a tile was preventing pathing in on the side with the Ainette's truck Known Bugs: -the tower ladders are still prevent flanking Notes: -graphical glitch on the debris mesh, has black areas ----------------------------------------------------------- Maps = Any vanilla abduction Patch = clean_abductees Fixes: -removes the green webbed abductees ----------------------------------------------------------- Maps = URB_TruckStop, URB_TruckStop_EWI Patch = patch_truckstop Fixes: -flank bugs on the trucks Map = URB_TruckStop Patch = patch_truckstop_door Fixes: -the store back door does now allow peeking on both sides, the patch blows up the doorway at mission start ----------------------------------------------------------- Map = URB_ConvienienceStore_Terror Patch = patch_convstore_terror Fixes: -pawns climbed over the signs near the sofas in the TV store ----------------------------------------------------------- Map = CSmallScout_NukedCity Patch = patch_nukedcity Fixes: -made fallen streetlight walkable and landable -fixed uwalkable tiles near ufo door -promoted the destructible halfcover pilar near the van to fullcover -metal fences and parkinglot streetlights no longer block LOS -added a no-spawn-volume to the van -the ufo door was bugged, removed it Known Bugs: -there is a coverless wall on top of a small slope near the ufo ----------------------------------------------------------- Maps = LSupplyShip_RockyGorge Patch = patch_ship_gorge OR patch_ship_gorge_extracover Maps = CSupplyship_OverlookA Patch = patch_ship_overlook OR patch_ship_overlook_extracover Maps = LSupplyShip_ForestGrove Patch = patch_ship_grove OR patch_ship_grove_extracover Maps = CSupplyShip_Wildfire Patch = patch_ship_wildfire OR patch_ship_wildfire_extracover Fixes: -adjusted cover in the back of the ships -ship roof was accessable from the inside by thinmen and lids Notes: -the extra cover variants add 1 extra tile of halfcover near the ship engines Map = LSupplyShip_ForestGrove Patch = patch_forestgrove_computerfix Map = LSupplyShip_RockyGorge Patch = patch_rockygorge_computerfix Fixes: -the big computer in the command room was not providing halfcover a certain tile ----------------------------------------------------------- Map = CSmallScout_Marshlands Patch = patch_marshlands Fixes: -a tree was invisible -destroyed rock debris prevented pathing ----------------------------------------------------------- Map = CSmallScout_Roadhouse Patch = patch_roadhouse Fixes: -flank bug on the ladders and trucks -removed the metal fence inside the wooden fence on the right side of the map -destroying the planter on one side of the gas station no longer destroys the other -fixed gaspump toughness, one was too tough, another too volatile (firaxis did some testing and forgot to reset them to default) -(LW) CTD when destoying the planters in the gas station ----------------------------------------------------------- Map = LSmallScout_River Patch = patch_scoutriver Fixes: -cover bugs on the river bank ----------------------------------------------------------- Map = LSmallScout_RiverValley Patch = patch_scoutrivervalley Fixes: -pathing bugs ----------------------------------------------------------- Maps = URB_Museum, URB_Museum_Euro Patch = patch_museums Fixes: -flank and pathing bugs -pawns were unable to jump up and down the bridge -the limo instantly exploded when damaged -the bridge in URB_Museum still has jump up/down problems in some areas ----------------------------------------------------------- Maps = URB_PierA, URB_PierA_Asian, Act2_Pier, Act2_Pier_Asian Patch = patch_piera Fixes: -flanking bug near the crane -flanking bug on the ladders Patch = patch_piera_warehousefix Fixes: -allows pathing on the second floor/roofs of the warehouse when the front wall gets destroyed -the roof hided the elevated position in the large room (for terror missions) Patch = patch_terrorize_piera Notes: -removes the alien fog pods and abductees -breaks part of the wall of the warehouse to create the (b)eagle sniper nest ----------------------------------------------------------- Map = URB_OfficePaper_Terror Patch = patch_officepaper_terror Fixes: -car wreck was not providing cover -destroying the wall near the truck made it expode -flank bugs on ladders and trucks -all paper crate debris were blocking pathing and were providing fullcover on the destroyed truck -debris near a car wreck was not providing cover, also had flank bugs -(LW) CTD when destoying the police cars ----------------------------------------------------------- Map = CLrgScout_City Patch = patch_scoutcity Fixes: -fixed halfcover near the ramp in the vicinity of the LZ -added fullcover to the ramp side -the ufo doorway was blocking pathing -tile near the ufo wall near the power core was blocking pathing -the girders in the rubble were blocking pathing near the ufo Known bugs: -cannot jump down from the ramp in the tile where cover was added (vanilla bug) -graphic glitch, the pawn walks underneath the ramp in some cases -a tile near the railing in the ufo area is still blocking pathing ----------------------------------------------------------- Map = URB_OfficePaper_EWI Patch = patch_officepaper_ewi Fixes: -a car wreck was not providing cover in a certain tile -one of the back doors did not allow sidestepping to shoot through it, now the map starts with that doorway destroyed -the pillars were not providing cover when destroyed -the roof hided the elevated position in the large room Known Bugs: -pawns cannot jump over some of the railings -the tiles near the trafic light on the edge of the map are blocking pathing, the cause is unknown (it's not the trafic light) ----------------------------------------------------------- Map = EWI_HQAssault_MP Patch = patch_xcomhq-mp Fixes: -flank bugs on ladders ----------------------------------------------------------- Map = EWI_HQAssault Patch = patch_xcomhq Fixes: -flank bugs on ladders ----------------------------------------------------------- Maps = URB_CommercialStreet, URB_CommercialStreet_Terror Patch = patch_commercialstreet Fixes: -elevated the floor near the mailboxes on the sidewalk to give them halfcover Map = URB_CommercialStreet Patch = patch_commercialstreet2 Map = URB_CommercialStreet, URB_CommercialStreet_Terror Patch = patch_commercialstreet2_terror Fixes: -elevated the floor near the cars on the sidewalk to allow peeking/shooting/flanking Known Bugs: -pawns taking cover behind alloy shivs and mecs near the sidewalk cannot step on it to flank ----------------------------------------------------------- Map = URB_SmallCemetery Patch = patch_smallcemetery Fixes: -the sidewalk prevented sidestepping to peek/shoot/flank around the suv and car Known Bugs: -pawns taking cover behind alloy shivs and mecs near the sidewalk cannot step on it to flank ----------------------------------------------------------- Maps = CSmallScout_Quagmire Patch = patch_quagmire Fixes: -a tree was not providing cover ----------------------------------------------------------- Maps = URB_HighwayConstruction_EWI Patch = patch_highwayconstruction_ewi Fixes: -flank bugs on the trucks Notes: -as a side effect the truck doors's scaling is slightly off -the truck doors may still prevent flanking, please confirm ----------------------------------------------------------- Map = URB_Demolition_EWI Patch = patch_pickuptruckfix Fixes: -the pickups did not catch fire nor deal damage, destroying it's glasses made it explode ----------------------------------------------------------- Map = CsmallScout_Farm Patch = patch_farm Fixes: -removed ufo door -the pickups did not catch fire nor deal damage, destroying it's glasses made it explode -flank bugs on the ladders (please confirm that the silos ladders allow flanking) ----------------------------------------------------------- Map = DLC2_1_Portent Patch = patch_portent Fixes: -flank bug on the ladders -box debris was forcing full cover on lowcover objects -fences were forcing fullcover on lowcover objects ----------------------------------------------------------- Map = DLC1_1_LowFriends Patch = patch_lowfriends Fixes: -flank bug on the truck ----------------------------------------------------------- Maps = URB_Trainyard Patch = patch_trainyard Fixes: -fixed a blue barel debris mesh near edge -electricity poles no longer block LOS -the box and crate debris were forcing full cover and obstructing pathing -the wagon back meshes were providing fullcover on the sides when destroyed -ladder flank bugs Notes: -graphical glitch on that barel,box and wagon debris meshes, they have black areas ----------------------------------------------------------- Map = URB_StreetOverpass Patch = patch_streetoverpass Fixes: -flank bugs on the trucks and ladders Notes: -the tipped suv can catch fire and explode (by design), it's not obvious because it's half-wrecked ----------------------------------------------------------- Map = URB_HighwayConstruction Patch = patch_highwayconstruction Fixes: -flank bugs on the trucks and ladders ----------------------------------------------------------- Map = URB_PierA_Terror Patch = patch_pier_terror Fixes: -the pillars were not providing cover on some sides when destroyed -flank bugs on ladders ----------------------------------------------------------- Map = EWI_ExaltHQAssault Patch = patch_exalthq Fixes: -some of the pillars were not providing cover -ladder flank bugs ----------------------------------------------------------- Map = LAbductor_WindingStream Patch = patch_abductor_windingstream Fixes: -a ramp was not walkable ----------------------------------------------------------- Map = URB_StreetHurricane, URB_StreetHurricane_Terror Patch = patch_streethurricane Fixes: -flank bugs on the trucks and ladders ----------------------------------------------------------- Map = URB_SlaughterhouseA Patch = patch_slaughterhouse Fixes: -flank bugs on the truck and ladders -removed the ghost fence on the edge of the map, now access behind the freezer building is more obvious ----------------------------------------------------------- Map = URB_ResearchOutpost, URB_ResearchOutpost_EWI Patch = patch_researchoutpost OR patch_researchoutpost_highrail Fixes: -flank bugs on the trucks and ladders -the container roofs were inaccessable because of camera/cursor bug -the railings were blocking LOS -railings no longer force fullcover in some areas -destroying a raling no longer destroys the barel/crate/utilitybox next to it -(patch_researchoutpost) "one for all" and alloy shivs were not providing fullcover to the pawns on the low ground near one of the railings -(patch_researchoutpost_highrail) railings block access on the low side Known Bugs: -the climb down animation from most of the railings is glitched -in vanilla one of the meld pods on the roof may block the window in one of the storage rooms Notes: -(patch_researchoutpost_highrail) lids and thinmen cannot jump from the low side of the railings (vanilla fence behaviour) -(patch_researchoutpost_highrail) "one for all" and alloy shivs provide HALFCOVER instead of full to the pawns on the low ground near the railings ----------------------------------------------------------- Map = URB_Bar, URB_Bar_Terror Patch = patch_bar Fixes: -flank bugs on ladders and trucks -the fences were forcing halfcover to the dumpsters on URB_Bar -the fences were blocking LOS ----------------------------------------------------------- Map = URB_HighwayBridge Patch = patch_highwaybridge Fixes: -flank bug on ladders and trucks -added no-spawn-volumes in the trucks ----------------------------------------------------------- Map = URB_Highway1 Patch = patch_highway1 Fixes: -flank bug on the ladders ----------------------------------------------------------- Map = URB_FastFood Patch = patch_fastfood Fixes: -destroying the wall near the 2 cars no longer causes them to immediately explode -decreased the damage caused by OLD_SedanC (the US cars with 4 headlights) from 10 to 6 and fixed their "on fire" particles -fixed flank bug on the ladder Known bugs: -pawns cannot shoot out of the drive-through window while it's intact (it's a problem of the fractured wall mesh, not the window itself or the awning) -the carglasses of OLD_SedanC do not break (it's an obsolete object from an older version of xcom that was not updated) Notes: -OLD_SedanC deals damage around it's perimeter, even on the edges ----------------------------------------------------------- Map = URB_Boulevard, URB_Boulevard_Euro Patch = patch_boulevard Fixes: -flank bugs on ladders ----------------------------------------------------------- Map = EWI_MeldTutorial Patch = patch_icecreamshop Fixes: -flank bugs on ladders and trucks ----------------------------------------------------------- Map = LAbductor_FarmOutskirts Patch = patch_abductor_farm Fixes: -a tree on the left of the ship was a ghost prop instead of a destructible actor Notes: -visual glitch, the tree does not highlight in red when in range of AOE ----------------------------------------------------------- Map = CBattleship_01, CBattleship_02 Patch = patch_battleship Fixes: -fixes L and I shaped alien tables near the ship guns/fusion cores ----------------------------------------------------------- Map = DLC2_1_Portent, DLC2_2_Deluge Patch = patch_clean_exaltprops Notes: -removes the merc corpses and weapons -removes the valve arrows on DLC2_2_Deluge ----------------------------------------------------------- Maps = COverseer_Deepwoods Patch = patch_overseer_deepwoods Maps = COverseer_ForestTrench Patch = patch_overseer_trench Maps = COverseer_StoneWall Patch = patch_overseer_stonewall Fixes: -alien computers were blocking pathing ----------------------------------------------------------- Map = URB_PoliceStation Patch = patch_policestation OR patch_policestation_extra Fixes: -flipped police car was not providing cover near the sidewalk -van wreck was not providing fullcover -car wreck near the other flipped car was not providing halfcover -flipped cars now catch fire and deal damage -fixed graphical glitches near the flippedcars (grayed out shield icons) Known bugs: -pawns can sidestep through fences when shooting Notes: -patch_policestation_extra allows climbing on top of the flipped cars