Known Bugs (Apocalypse)
- 1 Cityscape bugs
- 2 Tactical section bugs
- 2.1 Poor pathway finding
- 2.2 Agents travelling in time
- 2.3 No night missions!
- 2.4 Quarreling with Transtellar is dangerous!
- 2.5 Visual glitches
- 2.6 Resistance bug
- 2.7 Spying capabilities
- 2.8 Big aliens visibility bug
- 2.9 Items limit in tactical combat
- 2.10 Android Resistances
- 2.11 Human Tech Level 5 - Plasma Pod
- 3 Design flaws
- 4 Learning AI Bugs
Firing Infatuated Agents
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base. Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well. Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.
And so on.
To fire >#20 specialists one needs to "transfer" some <#20 specialists to other base. Then it's still only possible to fire only first 20 specialists, but those which were further down the line are now visible. This can be done without unpausing - so it's possible to transfer those specialists back once proper guys/gals have been fired.
Rendor Plasma Shot Undercount
Per NKF's research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up. The game divides this by two, reporting 70 shots.
Is that base yours ?
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government. Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.
Battleship ex nihilo
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group separately, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, not whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.
If too many vehicles are on the Cityscape at the same time, you cannot choose the "Ultra Fast" time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (M to activate, LMB to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn't always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the "ultratime" on he will get to the base regardless the road was repaired or not.
X-COM Recyclotorium - Superhuman
On the Superhuman map X-COM is assigned the ownership to the Recyclotorium Two building.
This is most likely an oversight by the maps creator. Recyclotoriums usually are only owned by Evonet, while X-COM can only obtain ownership to base facilities.
This bug decreases the difficulty on Superhuman immensly, as during Alien Retaliation attacks all the UFO's will most of the time target the Recyclotorium building instead of the X-COM base, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personell. Along with there being almost no missions at that building, as the UFO's rarely tend to directly drop Aliens into X-COM owned buildings.
This can be fixed with the modding programme Apoc'd by assigning the ownership of the Recyclotorium Two building back to Evonet:
Tactical section bugs
Poor pathway finding
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game. The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.
Agents travelling in time
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn. But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.
No night missions!
Missions will always happen in the light, even if it is night and the mission takes place outside of any building.
Quarreling with Transtellar is dangerous!
If you happen to upset Transtellar your men will not be able to move using transtellar cars. If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime. One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.
There are some glitches when you move your men flying very high, especially if tall structures are around. You will see "shadows" to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.
Big aliens visibility bug
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.
Items limit in tactical combat
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there's too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it's not present.
By default, Androids are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (IN Ammunition, Diablo Incendiary Grenade) instead of only 60%. This can be manually fixed by using modding programmes such as "Apoc'd", which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier.
Human Tech Level 5 - Plasma Pod
As the ingame weeks pass by, the (not Alien) Organisations Tech Level gets increased by 1 for each passing week up to level 12, granting them different weapon upgrades. On Tech Level 5 it is possible for a Megapol Plasma Gun to spawn, however with 0 clips. This is most likely not intended and the result of a programming oversight.
A total of 3 Megapol Plasma Gun sets can spawn at Tech Level 5. 2 sets each with 2 Megapol Plasma Pods and one set with 0 Megapol Plasma Pods.
A possible fix is to use the modding programme "Apoc'd" to modify the weapon set and adjust the clip amount from 0 to 2, to be in line with the other clip amounts.
Cannot choose men in base defense missions
When an enemy corporation attacks one of your bases you will be immediately engaged into a base defense mission. The tactical screen limits to 35 the number of people that you can use in a mission. If there are more than 35 people in the base, only 35 will be active in the mission and you are not given any choice which man to use. You might find yourself fighting with injured agents or with poor agents that you were training. Additionally in these missions you have no option to get any weapons from the stores in the base. If you leave an agent bare handed in the base, you will fight with a bare handed agent!
Cannot rotate the view
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart. Being able to rotate the view would fix this.
Learning AI Bugs
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.
Why it doesn't work with digital distributions (Steam/GoG/own (il)legal Copy)
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as all 3 files are located on 3 different tracks on the CD. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.
Additionally, only direct CD clones of the original CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.
Confirmed functioning Learning AI
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:
UK Original Release: MP191 207 D01R
UK Powerplus Release: PP191 207D01R
Fortunately, those serial numbers appear quite often on second hand sales and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version.
What breaks the AI
1. Stun raids
They will scramble the data created in the WEAPEXP.DAT file.
2. Savegame editing
Breaks the Learning AI by jumping values.
3. Any general game exploit / unintended game mechanic
In short: Play straight. No cheating, no cheesing, if you want to enjoy and experience the exciting Learning AI.
4. Virtual Drives / .iso / .bin .cue
Anything that is not a physical CD will prevent the Learning AI from working.
5. Certain localizations / releases
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD's data was written on them.
Following releases are confirmed to have a NOT working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:
UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)
US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)
6. Installing the game from any other source other than the original CD through a physical CD/DVD Drive
Yes, the AI is that fragile.
Please Insert CD Bug
The "Please Insert CD Bug" that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.