After a lot more gameplay on impossible its clear that the Exalt stats are not the issue, its behaviour. 1) as already stated the EXALT behaviour on entering the map needs fixing (all mission types) 2) they need to attack more and rush to their hacking objective less (Xcom "defending") 3) the entire "hack this and they cant shoot" must be abandoned (its nonesence and it totally screws any attempt at balance) They really dont need any esoteric assistance in stats (not saying dont do it, just saying they dont NEED it) ---- in my current impossible run-through giving Exalt a +1 damage on all weapons works well for both them and XCOm (the availability of captured exalt weapons comes before laser weapons)... but i dare not increase their personal skills pending a "fix" on their behaviour (as i think a fix on their behaviour combined with the +1 damage weapons will make them lethal). I think the heli-drop insertion of exalt needs the numbers increasing from 1 to 3, preferably each pod being a mixed-bag of types... and then use the "hack" process to delay the insertion of new pods. For the XCOm missions (xcom defending transmitter) if there is a weighting for Exalt to "attack" the designated areas it needs lowering with a higher emphasis on just killing XCOM, preferably on killing the xcom operative (not just any xcom member). If Exalt pods can be given alternate weighting then describe one set to hunt the XCOM operative and another to go for the xcom transmitter/decoder. --- obviously, unless where and how exalt waves are defined can be found we're not going anywhere! ghost - is there anywhere in particular one should be looking? (potentially a very dumb question I know).... is it a case of slogging through code within a upk or finding the relevant upk in the first place?