Differences to X-COM (OpenXcom)

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OpenXcom is modelled after the original X-COM and enhances the game experience dramatically. Many features were inspired by UFO Extender and XcomUtil while others are original.


  • None of these bugs or limits except:
    • Grenade Timer Behaviour: Can be configured to emulate it, and in fact is set as such by default.
  • Cross-platform.
  • Mouse wheel support.
  • Caret for text editing.
  • No CPU-based speed (animations play at a constant speed regardless of the computer).
  • Mouse input works like modern systems.
  • Human-readable savegame format.
  • Quicksave/Quickload feature.
  • Autosaves and Ironman mode.
  • No savegame limit.
  • Painless customizability with modular rulesets in human-readable format.
  • Full Unicode support.
  • Localized in many more languages.
  • Take screenshots in-game.
  • Standalone "Skirmish" style custom Battlescape mission generator.
  • Customizable keyboard shortcuts.
  • Native support for in-game music in many different file formats (including OGG, MP3, etc.)
  • Customizable display and audio options.
  • A built-in and extendable selection of optional display filters.
  • Various gameplay options, including XcomUtil and UFO Extender features.
  • Corrected erroneous text and descriptions.
  • Various UI and quality-of-life enhancements like sliders, scrollbars, etc.
  • Melee stat shown in the unit stat page.


  • Since there's no 80 item limit, items in crafts count towards your Base Stores to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.
  • Each radar facility contributes to the detection check, so having multiple Small Radar Systems and/or Large Radar Systems does improve your chances. The Hyperwave Decoder still makes all other facilities obsolete though since it has a 100% detection chance.
  • The aircraft phase order when returning to base is: Repairing, Rearming, Refueling.
  • Purchase/Recruit screens have a column for current storage.
  • Aircraft weapons may be unequipped.
  • Aircraft weapons may be temporary disabled in the interception window (by click).
  • You should hire personal and rent ships at the beginning of a month rather than at the end, because in OpenXcom you pay a salary for those who are in transit, and this includes the ones that you just hired.
  • Can cancel out of selecting armor for soldiers.
  • Can apply previously selected armor to other solder by right clicking.
  • Selling aircraft automatically unequips all their contents.
  • No gap in Australasia zone.
  • Soldiers can be reordered in aircraft.
  • Soldiers can be pre-equipped.
  • Soldier equipment is saved for each soldier and restored as possible before mission.
  • Aircraft can be renamed.
  • Globe can show radar coverage and flight paths.
  • Potential radar coverage will be displayed when placing a new base.
  • Aircraft will use proper great circle calculations when travelling so they'll always take the shortest path along the globe.
  • Aircraft have better fuel calculation so they will always travel the maximum their fuel supply will allow.
  • Night/Day line is dithered slightly.
  • UFOPaedia articles regarding Aircraft weapons have flavour text (unused strings that existed in the original were implemented).
  • Manufactured items can be automatically sold directly, bypassing the stores.
  • Can set manufacture to produce infinite items.
  • Can jump to a craft from the Intercept screen.
  • Can jump to a base from a "X complete" message.
  • Each grav shield facility allows for an extra defense round.


  • Objects, fire and smoke keeps animating while walking or scrolling the screen.
  • Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult.
  • AI/behaviour of aliens is different. - Impossible to 100% exactly mimic original AI.
  • Waypoint-based projectiles have no upward limit on the number of waypoints they may use.
  • The inventories of mind controlled, non-terrorist aliens may be accessed.
  • Can use special abilities of mind-controlled aliens.
  • The limit on units has been removed, allowing 23 or more soldiers to assault alien bases.
  • Unit spawning function has been improved - no more large units stuck in walls.
  • Units holding two single-handed weapons will have the fact represented on their sprite.
  • Soldier sprites will have their hair and skin recolored to represent their race.
  • Can cancel out enemy's mind-control with your own.
  • "Not enough equipment" screen shows items missing.
  • At the end of the mission, ammo from clips is totalled, so you only lose enough clips to match the total ammo used (as opposed to losing any used clip).
  • Grenades can be armed during the equipment phase before the mission starts
  • Soldier equipment loadouts are automatically saved.
  • Soldier equipment can be copy/pasted in pre-battle equipment screen.
  • Multiple instances of the same items on the ground now stack and armed grenades are clearly marked
  • Soldier rank and stats accessible from inventory.
  • Can load game from Battlescape.
  • Right-click opens doors.
  • Right-click will cancel a unit's movement, and will cause projectiles to "skip" their flight paths, instantly hitting their target.
  • Possibility to use "force fire" when no line of sight is available. (CTRL + Left Mouse Button for firing)
  • Tooltips on Battlescape buttons.
  • Melee weapons can be used for reaction fire (Stun rods, Chryssalids, Zombies, Reapers, etc).
  • Arcing weapons (Celatid spit and TFTD's Deep One) now reaction fire
  • The AI will now fire Blaster Launchers at close range.
  • 'New target' interruptions when spotting an alien while moving now happen on a per unit basis. Originally an interrupt will only occur the first time an alien is spotted during the turn.

Optional features

While the above differences are hardcoded, there are also various new "non-vanilla" features you can choose to enable, such as gameplay features and keyboard shortcuts. See the Options section for more information.