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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 caf�
-(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 caf�
-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