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THIS IS A WIP - TEMP DUMP
 
  
This page is parked here for partial draft-dump of a re-organistion+additional stuff, planned to replace "Cut Items and Features" content once all information is organised.
 
 
More things to add: "different cut mechanics", "unique to beta", minor others like pics and screens. integrating that into relevant sections within this newly written version (still using offsite computer), and condensing text to be readable 'like a cer service manual' (someone buddy said), so that it doesn't read like a novella (unless quoted). Still can't get thumbnails to generate when uploading a pic, however.
 
 
 
=X-Com Apocalypse - History=
 
A collection of features cut from the final release:
 
* Hidden features which can be easily found in the game folders.
 
* Removed items with some remnants of their intended purpose found by exploring the game code.
 
* Pre-release beta versions containing some working features but were cut to meet a production deadline.
 
* Features mentioned throughout the production timeline but were removed.<br>
 
and<br>
 
* Supporting information relevant to the official release.
 
 
==Introduction==
 
Two excerpts from the official '''Mythos Games''' website explaining a vision of what the game could have been, versus the reality of hardware limitations and time limitations.
 
 
<pre>
 
After completing this game I know how Francis Coppola felt after filming 'Apocalypse Now'. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers 'X-Com: Apocalypse' finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-COM agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations.
 
There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging.
 
We decided right at the start of the project to include an option for real time tactical combat or turn based. This decision alone caused many of the headaches for the programmers, but the final implementation of the real time combat stands up as a truly innovative system.
 
</pre>
 
 
Source:<br>
 
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts
 
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse
 
 
<pre>
 
Game Storyline
 
The year is 2084 and human civilization has undergone some fundamental changes since the last alien incursion. In an attempt to overcome Earth's problems without abandoning the planet altogether, self-contained cities called Megalopolises were erected around Earth in the year 2046.
 
Game Play'
 
The majority of the game play takes place within the largest Megalopolis on the planet, MegaPrime. This vast city, however, is more than just a combat zone. To play the game well, players must immerse themselves in the society of Megalopolis, learning key information through interrogation of suspects and the investigation of organizations within the city. At the start of each game, the city of Megalopolis, the character skill sets and the alien universe are all uniquely generated to increase game replayability.
 
The in-game action of X-COM
 
Apocalypse falls into three distinct phases. The player investigates many strange, inexplicable incidents throughout the city. Inevitably these lead to conflicts with alien entities and their servants, in all kinds of locations within the city. The second phase features aliens beginning to send their larger invasion forces into direct, real-time combat with X-COM attack craft above the city. The final phase involves real-time squad level combat action sequences using an updated version of the familiar X-COM combat system. The aliens invade the city, running amok in the huge buildings and drawing players into the strange alien dimension. Players can choose either turn-based or real-time combat.
 
Additional Game Features
 
The X-COM agents have the same abilities as in the earlier X-COM titles with many additions including interrogation skill, perceptive ability, biochemistry, quantum physics understanding, forensics, engineering, sanity, driving skill and flying skill. The action is more lifelike, featuring SGI-rendered agents and aliens that can crawl, jump, climb, kneel, stand, run and walk.
 
</pre>
 
 
Source:<br>
 
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html/
 
 
==Pre-Release Versions==
 
There are four '''builds''' known before the final version:
 
*'''Debug''' Only sent out to "Quality And Assurance/Debuggers", no public release. This X-Com Apocalypse version contains all of the cut content and cut functionality in its current state at the time before it was removed. Additional options were unique cheats to aid in testing the game. A total of nine randomly generated alien dimensions was planned (three were complete) with an alternate ending if X-Com did not find all nine worlds.
 
<pre>
 
Alternate endings:
 
1) Earth is destroyed due to X-Com's failure to succeed in combat, destructon of all bases, excessive negative funding. (Very Bad Ending)
 
2) Planet Earth is teleported into the main alien dimension due to massive infiltration then stripped of resources with the remaining population becoming slaves or food. (Bad Ending)
 
3) X-Com destroys the main alien dimension but does not discover the other dimensions which the aliens have populated. Earth appears to have been saved but is eventually destroyed as revenge. (False-Win ending)
 
4) The main alien dimension is either destroyed or sealed once all other dimensions are conquered.(Good Ending) See below: '''One Way To Win'''
 
</pre>
 
*'''First Beta''' This X-Com Apocalypse version is unstable due to the removal/disabling of the planned ''content and functionality'' which was chosen earlier to be cut. The nine dimensions were scrapped in favour of just one human world and one alien world with the main antagonist being the Micronoid lifeform. (Alternate Endings #1 and #2 were combined when the player lost (Bad Ending) with a new winning ending being made: "We did it! Yeeessss!" (Good Ending)  It frequently crashes due to missing data, a broken research tree, and program critical errors. It is not possible to complete the game unless cheats or work-arounds were used. A working "Skirmish Mode" and a "Multiplayer(Peer-To-Peer) Mode" are present but is prone to errors and desynchronisation.
 
*'''Official Demo''' An official public release made available on 15th April 1997. It contains a single, playable battlescape combat mission.
 
*'''Second Beta''' Not intended for wide public distribution. A common pre-release build of X-Com Apocalypse which is mostly complete except for intermittent crashes and missing graphics in certain areas. Remnants of the cut content and cut functionality are present within the gamefiles but all have been removed or disabled when playing the game, with a few exceptions. Some of the disabled content is still present within the installation and can be found via editors but has no use in-game. The executable (xcomapoc.exe) has a date of 12th June 1997 which is after the official game release (due to planned patches and corrections). This build still contains remnants of the "Skirmish Mode" with complete removal of "Multiplayer Mode", which does not work.
 
====Final Release====
 
Once the game was stable, two global versions were released in 1997. A United Kingdom (UK) version and a United States (US) version. There are minimal differences between the two, most obvious being the title screen.
 
[[Image:Version_UK_Final_(Apocalypse)|frame|left|UK version Title Screen]]
 
[[Image:Version_US_Final_(Apocalypse)|frame|right|UK version Title Screen]]
 
<br clear="all">
 
 
=Cut, Deleted, Removed, Hidden=
 
* "UFOpeadia" text is sourced from the '''UFOPAEDI/paedia.mt''', from the commercial release of X-Com Apocalypse.
 
* "In-game text" is any text that appears within the Agent Equip screen or if on a battlescape. (also from commercial release)
 
* "Debug text: only appears if previous versions had relevant text.
 
 
==Agent Equipemnt==
 
 
===Mind Shield===
 
[[Image:Cut_Item_MndShld_(Apocalypse).png|left]]
 
[[Image:xcom3-mindshield.png|200px|right]]
 
UFOpeadia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.<br>
 
In-game text: <none><br>
 
Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.<br>
 
 
This device was intended, as text above, to compliment an agent's psionics skills and functionality. The removal of this device was not complete and it still can be found within Marsec owned buildings when performing a raid however, it can only increase an agent's Psi-Defence skill momentarily. The device has an unintented effect of permanently increasing that attribute if the agent is holding the device and it is "active" (denoted by a white outline) when the mission is completed or that agent has escaped the battlescape.
 
<br clear="all">
 
 
===ForceWeb===
 
[[Image:Cut_Item_ForceWeb_(Apocalypse).png|left]]
 
[[Image:xcom3-forceweb.png|200px|right]]
 
UFOpaedia: An energy beam device which can render a target immobile for a short period of time. The target remains conscious but is unable to move or use equipment.<br>
 
In-game text: <none><br>
 
 
This weapon was to behave like weak version of the Megapol Stun Grapple but has an area effect (3x3) stun field intended to capture multiple small units or for use against a single large alien. Prior to removal, the stun grapple was unable to affect large lifeforms so this was thr weapon to use. The Beta version of the game has a working weapon but without any animation effect. It was to use the Energy Pod ammunition.
 
<br clear="all">
 
 
===Dimension Destabilizer===
 
[[Image:Cut_Item_DimenDestab_(Apocalypse).png|left]]
 
[[Image:xcom3-destabilizer.png|200px|right]]
 
UFOpaedia: An X-COM developed Disruptor Beam weapon based on Alien technology. It is a faster firing and more effective weapon than the Devastator Cannon.<br>
 
In-game text: Destabilization<br>
 
 
This weapon was to be an X-Com derived version of the alien's disruptor weapon technology with the same recharging function and able to fire rapidly. Intended to fit between the Disruptor Gun and the Devastator Cannon within the research tree.
 
<br clear="all">
 
 
====Energy Pod====
 
[[Image:Cut_Item_EnrgPod_(Apocalypse).png|left]]
 
[[Image:xcom3-energypod.png|200px|right]]
 
UFOpaedia: <none><br>
 
In-game text: Disruptor Beam<br>
 
 
This ammunition object is used by two weapons: ForceWeb and Dimension Destabiliser. This ammunition does not work. Transtellar facilities may still have this item appear within their buildings (from raiding) in early versions of the game. '''See DOS vs Pentium versions.'''
 
<br clear="all">
 
 
===Dimension Force Field===
 
[[Image:Cut_Item_DimenFF_(Apocalypse).png|left]]
 
[[Image:xcom3-forcefield.png|200px|right]]
 
UFOpaedia: <none><br>
 
In-game text: Incendiary<br>
 
 
This weapon has no effect and has an unknown purpose. The name suggests it was used to project a defensive barrier as a sort of instant cover or to block passage through a doorway etc.
 
<br clear="all">
 
 
===Tracker Gun===
 
[[Image:Cut_Item_TrackGun_(Apocalypse).png|left]]
 
[[Image:xcom3-trackergun.png|200px|right]]
 
UFOpaedia: NOT USED<br>
 
In-game text: Tracker Dart<br>
 
 
This weapon was used to ''tag'' units (typically VIPs) on the battlescape to allow them to be tracked across Mega-Primus if they escaped the battlefield or if X-com units retreated and fled the mission. Their position would be similiarly marked as with X-Com agents when they use people tubes in the final release but would instead, use a "red man and yellow circle" icon. The "marked" person was then able to be stunned and captured on a subsquent mission (a raid?) and since they were "tagged" they would be sent to the '''Cells''' within an X-Com base.
 
<br clear="all">
 
 
====Tracker Gun Clip====
 
[[Image:Cut_Item_TrackGunAmmo_(Apocalypse).png|left]]
 
[[Image:xcom3-trackmag.png|200px|right]]
 
UFOpaedia: NOT USED<br>
 
In-game text: Tracker Dart<br>
 
This ammunition object is used by the Tracker Gun.
 
<br clear="all">
 
 
===Multi-Tracker===
 
[[Image:Cut_Item_MultiTrack_(Apocalypse).png|left]]
 
[[Image:xcom3-multitracker.png|200px|right]]
 
UFOpaedia: NOT USED<br>
 
In-game text: <none><br>
 
 
This device was used to locate ''tagged'' individuals on the battlescapse which were earlier marked with the Tracker Gun. The device uses a mini-map screen similiar to the in-game Motion Scanner but only displays the marked target and the user as a simple white dot. 
 
<br clear="all">
 
 
===Alien Detector===
 
[[Image:Cut_Item_AlnDet_(Apocalypse).png|left]]
 
[[Image:xcom3-detector.png|200px|right]]
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
 
This device was used to find Micronoid infected units that were not currently hostile to X-Com within the battlescape. The game allowed some infected units to not automatically become hostile as a way to infiltrate an organisation at a later time, by not being killed. The device uses a mini-map screen similiar to the in-game Motion Scanner but is more accurate and uses coloured dots.
 
<br clear="all">
 
 
===Psi-Grenade===
 
[[Image:Cut_Item_PsiGren_(Apocalypse).png|left]]
 
[[Image:psibomb.png|200px|right]]
 
UFOpaedia: A device which causes a Psionic disruption blast. Any target with high Psionic capability is particularly vulnerable to Psi-grenades. The blast will drain Psi-energy and possibly render the target unconscious.<br>
 
In-game text: Psi-Blast<br>
 
 
This weapon was a thrown grenade which, upon exploding, would cause units to "Panic" by reducing their Psi Strength, Psi Defence skills would also reduce their Bravery attribute based on a percentage calculation. The effect of this grenade, "Psionic Blast", was removed also.
 
<br clear="all">
 
 
==Facilities==
 
 
===Advanced Alien Containment===
 
[[Image:Cut_Facil_AlnCont_(Apocalypse).png|left]]
 
[[Image:xcom3-bigaliencont.png|200px|right]]
 
UFOpaedia: NOT USED IN GAME ANYMORE!<br>
 
In-game text: <none><br>
 
 
An X-Com facility which is an advanced version of the normally available small alien containment. It was designed to hold the large lifeforms (Psimorph, Megaspawn, and Overspawn) and had a capacity three times better than the small version. An extra function of this facility was to allow X-Com to interrogate the aliens to extract information.
 
<br clear="all">
 
 
===Cells===
 
[[Image:Cut_Facil_Cells_(Apocalypse).png|left]]
 
[[Image:xcom3-cells.png|200px|right]]
 
UFOpaedia: NOT USED<br>
 
In-game text: <none><br>
 
 
An X-Com facility intended as a prison to hold hostages, criminals, politicians, etc. It functioned as similiar to laboratories but agents were assigned to interrogate prisoners by using their (cut) skills of Interrogate, Perception, etc.
 
<br clear="all">
 
 
===Advanced Cells===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
An X-Com facility intended as a prison which had further functionality to that of the small cells. The Advanced Cells added torture as an additional interrogation technique, security turrets based on disruptor technology to halt uprisings and to attack hostiles when a base raid was in progress. This was cut early due to corrupted graphics, error-prone turrets, program crashes etc.
 
<br clear="all">
 
 
==Units==
 
<pre>
 
Each corporation had a leader who could be tailed, arrested, interrogated or assassinated.  X-COM agents could spy on other organisations to gain valuable information. ''Mythos Games''
 
</pre>
 
* Every organisation had a Leader which usually resided within their Corporate Headquarters/Temple but was able to travel around Mega-Primus to conduct business (co-ersion, assassination, etc.).
 
* Each organisation could recruit a Spy with a set of skills that allowed them to assume the identity of others, obtain information by stealth, infiltrate and influence their command structure, steal, assassinate etc.
 
<br clear="all">
 
 
===Politicians And ''Very Important People''===
 
[[Image:Vipttl.png|left|200px|"Vipttl.pcx" Ufopeadia Title Page - VIPs]]
 
UFOpaedia: <nowiki>!!!!Blank - Unused (WAS VIP TITLE PAGE)</nowiki><br>
 
In-game text: <none><br>
 
Debug text: VIPs, Police Chief, Politician, Corporate Boss, Gang Boss, Alien Attacks VIP, Crazed VIP Attacks VIP, VIP spotted. Do you wish to tail this VIP?, Observe VIP.<br>
 
 
These unit types were able to be captured via the Tracker Gun weapon and then placed into the Cells facility. Information extracted via interrogation provided details of alien infestations, inter-organisation relationships and possible unit locations. If the imprisoned unit was not longer useful, a ransom could be offered to return this inportant person, or they could be executed if deemed a threat.
 
<br clear="all">
 
 
===Gang Leaders===
 
[[Image:S-title.png|200px|left]]
 
[[Image:CultLdr_Batt_360_(Apocalypse).png|frame|right|Cult Of Sirius Leader]]
 
[[Image:GangLdr_Batt_360_(Apocalypse).png|frame|right|Diablo Gang Leader]]
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
Debug text: Squad Leader, Gang Leader, Cult Leader, Gangster, Psiclone Gang.<br>
 
 
These unit types were used in the game as similair to Politicians and VIPs.
 
<br clear="all">
 
 
===Android Civilians===
 
[[Image:Android_civilian.png|left]]
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
 
These unit types were used to complement Mega-Primus's varied population. Remnants can be found when "Probe Unit" or "Control Unit" is used against civilians and security. Their portrait picture may show an Android image but everyone (by attributes) is classed as human. No hybrid portraits are present anywhere unless hired by X-Com.
 
<br clear="all">
 
 
==Agent Abilities And Skills==
 
*'''Interrogation'''<br>
 
An agent's skill in persuading imprisoned units to divulge information and to influence an organisation diplomatically. Agents were assigned to the "Cells" facility and had a graded ability similiar to the 60&harr;100 skill of technical personel.<br>
 
*'''Perception''' <br>
 
An agent's skill which complements their ''Interrogation'' skill when interacting with prisoners. Perception also influenced an agent's ability to notice things on the battlescape and improved their accuracy and reaction attributes.<br>
 
*'''Forensics''' <br>
 
[[Image:Xcom3-investigate-alien-sctructure.png|200px|right]]
 
An agent's skill which complements the ''Perception'' skill when looking for obscure information within a battlescape: evidence of alien infestation or human micronoid inflitration and, clues to other alien dimensions. It could also assist in successful extortion of an organisation if objectional evidence was found after a ''stealth'' styled mission. An important skill which was needed to discover the intended purpose, and its weakness of alien-owned building targeted for future destruction.<br>
 
<br clear="all">
 
*'''Sanity''' <br>
 
An agent's skill which is comparable to Psi-Defence against psionic attacks. The sanity of an agent determined their willpower to resist interrogation by others, to remain undetected if performing an undercover operation, and influenced their resistance to psionic manipulation. Further discovery of cut features was that the worse an agents sanity, the harder it was for psionics to affect them.<br>
 
*'''Climb''' <br>
 
[[Image:Xcom3-Agents Climbing.jpg|200px|right]]An agent's ability to traverse difficult areas by using a unconventional approach useful for stealth and covert operations.
 
<br clear="all">
 
*'''Driving'''
 
An agent's  ability primarily determined the maximum speed they could safely drive, chance to evade hostile fire, and to weave through traffic. An agent could be placed within the vehicle as a designated driver but this was removed in favour of autonomous robotic drivers.<br>
 
*'''Flying''' <br>
 
An agent's  ability to safely pilot a flying vehicle at maximum speed and height, effective evasion, accuracy of the craft weapons, etc.<br>
 
*'''Swimming''' <br>
 
An agent's ability to traverse bodies of water at speed and efficiency.<br>
 
 
==Cityscape And Battlescape==
 
 
===People Tubes===
 
[[Image:Cut_Map_PTubes_(Apocalypse).png|frame|left|People Tubes battlescape]]
 
[[Image:16people.png|200px|right]]
 
UFOpaedia: NOT USED!<br>
 
In-game text: <none><br>
 
 
A ufopeadia entry which implied something about People Tubes. Not available as a battlescape destination unless a building's function is changed with an editor to "People Tubes". All graphics are coloured with an incorrect palette, some ramps do not work, some line-of-sight (LOS) errors and delays are possible, and exit-tiles may be missing or don't work. Uses shopping mall features and geometry.
 
<br clear="all">
 
 
===Wall===
 
[[Image:29WALL.png|200px|right]]
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A ufopeadia entry which implied something about City Walls.
 
<br clear="all">
 
 
===Car Park===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A battlescape which was removed and replaced with a Shopping Mall map.
 
<br clear="all">
 
 
===Hotel===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A battlescape which was removed and replaced with a Luxury Apartments map.
 
<br clear="all">
 
 
===Atmosphere Processor===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A battlescape which was removed and replaced with a Hydro Farm map.
 
<br clear="all">
 
 
===Ruins===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A battlescape which was removed and replaced with a Slums map.
 
<br clear="all">
 
 
===Spaceship===
 
UFOpaedia: <none>
 
In-game text: <none>
 
A battlescape which was removed and replaced with a Space Port map.
 
<br clear="all">
 
 
===Outdoor Parks===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A battlescape which was removed and replaced with a Procreation Park map.
 
<br clear="all">
 
 
 
==Vehicles And Items==
 
 
===Structure Probe===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
 
This device is the 'point' on the front of the [[Dimension Probe]] which had the purpose of 'probing' an alien building to discover its access point and its rudimentry purpose to enable a squad of forensic specialists (see above: '''Agent Abilities And Skills''') to land and explore the structure for its intended use and to find any weaknesses. As a cut device, the Dimension Probe vehicle has no longer any use but still remains in the final release.
 
 
===Vortex Analyser===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
 
This device was used to scan the current alien dimension for any hidden [[Dimension Gates]] after X-Com acquired knowledge of multiple alien worlds. If any vortices were detected, the Dimension Shifter device would be used to travel through the new gate, opening up another alien dimension. If research was accelerated by skipping directly to '''One Way To Win''', the main alien dimension could be accessed.
 
<br clear="all">
 
 
===Dimension Shifter===
 
[[Image:xcom3-dimshifter.png|200px|right]]
 
UFOpaedia: NOT USED!<br>
 
In-game text: <none><br>
 
This device allowed an airbourne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate.
 
<br clear="all">
 
 
===Zorium===
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
A vehicle fuel used to for an unknown purpose. The X-COM games series introduced a rare exotic fuel for each game. It has been suspected the this "Zorium" was to have been the exotic fuel specific to Apocalypse.
 
<br clear="all">
 
 
===Overspawn - Live===
 
[[Image:xcom3-overspawnalt.png|right|200px]]
 
UFOpaedia: This enormous creature is deposited by an Alien Mothership. Its primary objective appears to be destruction of the city and annihilation of X-COM bases. The terror and panic that it causes amongst the population indicates a change in Alien strategy. It is possible that they have abandoned their attempts at infiltration and are now only concerned with revenge and retribution against X-COM.<br>
 
In-game text: <none><br>
 
 
This lifeform is a large bi-pedal vehicle. Is it not possible to capture one alive.
 
<br clear="all">
 
 
==Alien Dimension==
 
 
====Security Turrets in Alien Dimension====
 
[[Image:Alien_turrets.png|200px|right]]
 
UFOpaedia: <none><br>
 
In-game text: <none><br>
 
 
This device is a security turret used by the aliens within their buildings. It fires a disruptor beam styled weapon. May work with a UK-version "Original Release".
 
<br clear="all">
 
 
==Research==
 
 
===One Way to Win===
 
[[Image:xcom3-onewaywin.png|200px|right]]
 
UFOpaedia: NOT USED<br>
 
In-game text: <none><br>
 
A research topic which was to be the very last discovery when nine dimensions were planned. Knowledge of this building allowed proper completion of the game. See above: '''Pre-Release Versions'''
 
<br clear="all">
 
 
==Unused Aliens - Concept Art==
 
Tim White, an artist who created at conceptual illustrations of aliens for X-Com Apocalypse.
 
<gallery>
 
Image:Acousticcreaturesmall.jpg|frame|Acoustic Creature
 
Image:Alienwolf.jpg|frame|Alien Wolf
 
Image:Demonoidmodelsmall.jpg|frame1|Demonoid
 
Image:Megacarnosaur.jpg|frame|Mega Carnosaur
 
</gallery>
 
 
 
=Sources=
 
==The Cutting Room Floor==
 
*https://tcrf.net/X-COM:_Apocalypse
 
==StrategyCore==
 
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts
 
==OpenApoc==
 
*http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241
 
*http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278
 
==Old Websites==
 
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse
 
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html
 
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html
 
 
[[Category:Apocalypse]]
 

Latest revision as of 01:40, 28 October 2022