Known issues (UFO2000)
UFO2000 is an open source game. As such, it relies completely on the work, people put in. For the most part, it works rather fine. However, there are still some issues to be resolved, aside from new features. If you want to help getting rid of some of the problems below, please also read Contributing Code (UFO2000).
Grenade drop inside rooms
Players from original X-COM, TFTD or OpenXcom are used to throw grenades without necessarily thinking, before trying. If the throwing can't be done like this, the game simply refuses to do so, telling you with some sort of message. UFO2000 does not always! It tries to do so, but when the grenade hits an obstacle, it only falls down. That's especially a problem, when standing inside a house or some other sort of room. Then the grenade just falls before your own feet. A warning or refusal of some kind still needs a little coding.
UFO2000 used to play music files. At some point, the DUMB-Librarie changed it's API, so there's some work to be done, to give UFO2000 its music capabilities back.
The mouse is controlled by Allegro, which seems to be having problems, when the mouse-changes are to fast. This also happens, when playing on high screen resolutions, e. g. full HD.
UFO2000 has still some issues with network communication. If you have a look at the Stats-Page, you will see, that ca. 75-80% of the games were completely successful, however that leaves around 20-25% games being interrupted by some sort of problem, causing games out of sync.
No path-searching through doors
In original X-COM and OpenXcom, if you click inside a room, to get the soldier moving inside that room, the path search algorithm finds the shortest way inside the room. If that means going through a door, it will plot a path right through it. UFO2000 does not do so. If there is no way except through a door, it simply won't find a way (mostly the better case). If there is another way inside, without any doors used, it will take this way (usually the worse case, as this usually is the longer way).
Usually, doors have some sort of graphics. UFO-doors in UFO2000 don't show any door. Instead, it's just a plain hole in the wall, where the door is supposed to be. But you still can't look through that not existing door, as it behaves like an optical barrier. However the above mentioned path search does work properly.
Forgotten unit position
In original X-COM as well as in TFTD and OpenXcom, once you discovered an enemy unit, it's position is remembered until the end of the round. In UFO2000, it is not. The moment the spotting unit looses LOS to that unit, it is removed from battlescape-view. This can produce strange situations, e. g. you turn a unit 90°. During that, you spot it for a very short moment (at 45°), just to loose sight immediately, when moving the second 45°. Also explosive weapons can have this effect. You fire with a gauge at a unit. The unit is hit, smoke is generated, so you lose sight of the unit. If you haven't remembered that units position properly, you won't be able to place an accurate shot, any more. One might consider this as an additional tactics aspect, when playing against humans. However, as UFO2000's game mechanics are quite clearly derived from the above mentioned games, it feels rather normal, when units don't vanish from the battelscape-view, before ending a turn.
Currently, it seems, saved replays of UFO2000 can't be read by the same version on a different plattform. E. g. if you saved a replay with current 0.9.1176-version on Windows, you won't be able to watch it with 0.9.1176 under Linux, and vice versa. Even when compiling on linux with the same code base, the compatibility is problematic, as the version-string includes the build-time. There are ways to manipulate this string with gzstream-decompression, editing, and repacking with gzstream. But that's a lot of work. It is to be suspected, to behave the same way with MacOS, where you also have to compile it yourself.