Talk:Known Bugs (Apocalypse)

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Big aliens issue

I have noticed that Megaspawns and Psymorphs, despite their enormous size, are not that easily spotted by XCOM agents whenever they are behind structures that are partially covering their body. Therefore I have the suspect that such aliens become visible only if a specific "square" of their body is in the visual range of the agents. Can someone confirm this ?

I've had a Megaspawn hide right in front of my agents because his top half wasn't visible, even though his feet should have been in plain sight 2 squares ahead of them, so yes, this is definitely a thing. Binkyuk (talk) 07:34, 23 June 2015 (EDT)

Thank you. I have started writing two lines on this topic. Hmmm... it would be interesting to investigate which is the rule to establish the visibility of the aliens and why it fails so badly with Megaspawns and Psymorphs.

Yes, confirmed. I have also had the issue when trying to SHOOT at them, when at very close range, where the game insists "no line of fire" despite their legs being cleanly in view. ... I'm think that the "detection box" is somewhere around head level. Having an obstacle at megaspawn head height seems to block sight of them, blocking their legs is not a problem though. This seems to be most easily replicated with the Escort ship, if you try to set up an ambush on the side of the trench and bait the megaspawn out of the ship. Jasonred79 (talk) 14:15, 14 April 2022 (CEST)

About Agents on more vehicles

If you start a mission and your agents are not all of them assigned to the same vehicle (e.g. they are spanned into two or more ships), the equipment and the alien corpses are lost, regardless that the vehicles are provided with cargo holders and alien containment. Can someone confirm this ?

Learning AI bug

So, the Learning AI doesn't work on the Steam/GoG version. This is due to it requiring a physical CD to read off rather than a mounted .iso file.

This also means, that if you mount the .iso with Windows or any other virtual drive, it'll still behave the same and the Learning AI will not function, even though the Learning AI files will keep updating.

Can anyone confirm if burning the included .iso file from the digital distributions of the game onto a CD and using that to play will allow the Learning AI to function again?

At Game_versions_and_builds_(Apocalypse) it's also mentioned that only the UK release (I guess V1.0?) and the V1.03 US Versions actually support the Learning AI.

Is there more information available on that? Which Versions do and do not support, other localizations of the game (German, Italian, French, etc.) ?

I just wonder if that statement is just there, because only those 2 particular versions were tested or because it really is only those 2 supporting the Learning AI.

Other than that, I'd suggest adding the Learning AI bug / Please Insert CD bug to this list.

The creater of OpenApoc explains the error like this:

"The problem is DOSBox emulating a CD-ROM which has the data on one track, but multiple parts of the disc. This is also the reason why users may occasionally get the 'please insert CD' prompt whilst playing Apoc under DOSBox with an ISO image.

This is the only way to get the game to read the data from the tracks in their original physical location on the disc.

The moment you use a virtual CD or an ISO image it breaks the three learning AI files... They update, but have no effect on decision making


It's the loss of where the physical data sectors are stored on the disc that breaks the AI it appears

So no matter what you do, unless you have a physical disc it'll never work with emulation

The game will play, the base AI will work... But it will never vary tactical decisions according to how the player does things..."

(quoted from a YouTube comment: )

So, to get the Learning AI working on DOSBox, you need an actual physical CD for the game to read off of, while at the same time this also prevents the "Please insert CD" bug that occasionally occurs.

However, I don't know if you need the original CD or if it also is enough to burn the .iso file from the digital distributions (Steam/GoG) onto a CD and just use that then. Bard (talk) 07:30, 18 November 2019 (CET)


Some of the entries on this page are not software bugs but just people complaining about game features people think are annoying or weird. This applies to: "UFO Incursion Battle Music", "No night missions", "Item Limit", "Human Tech Level 5", "Cannot Choose Men in Base Defence".

None of these is a software bug; the game is doing what it's told (even Tech Level 5 is correctly deploying what it's told to i.e. one Plasma Gun and zero Plasma Pods - that's just a weird thing to tell it to do). The Item Limit definitely isn't something the developers were unaware of; the game refusing to deploy all soldiers is an intended behaviour, to prevent X-COM's items from being consigned to oblivion due to being in excess of the limit. There would be no point in having noncombat personnel around in the Battlescape if you could pick your units - nobody would ever pick them, because they're useless. A lack of night missions isn't a bug, it's just a lack of a feature. And there's no reason to think the action music is unintended behaviour either. Magic9mushroom (talk) 06:31, 6 July 2020 (UTC)

Complaining is probably one of the easiest things to do. I think all the non-bug issues can be shifted here to the comments page or a sub-page and have them culled from the main article. I am slightly surprised the 65535 widget bug, probably one of the older known bugs, hasn't had a mention. NKF (talk) 07:17, 6 July 2020 (UTC)
I agree all these things should be culled. Regarding the Plasma Pods - the original game also has an equipment loadout error (, but it's listed only on that page, not under "bugs", since it - as you say - is not in fact a bug (it's a design oversight). I'd also remove "Cannot Rotate the View" - it's a design limitation, not a bug. Darkpast (talk) 07:57, 6 July 2020 (UTC)

The Item Limit definitely needs to be noted somewhere, as it's quite commonly encountered in the lategame (when you have the Bio-Trans to allow 20+ soldiers, and are carrying a bucketload of Toxigun ammo in order to get through the long Alien Building missions) and has dramatic effects. I'm just not sure where; everything else we're discussing here has other obvious places to mention it (such as Tech Levels, which already does have the Plasma Gun thing), but this one's a bit of a stumper. Magic9mushroom (talk) 10:27, 6 July 2020 (UTC)


I just had a really weird occurrence when a Transporter dropped some aliens into my base. When "deploying units", the game came up with a message saying "DEPLOYMENT FAILED" saying there was no space to spawn units, then said that since no player-controlled units existed it was running in observer mode. When the Battlescape came up, the entire base was made of concrete, which made it pretty obvious why there was no space to spawn units.

Didn't think to grab screencaps. Magic9mushroom (talk) 08:40, 16 July 2020 (UTC)

Yep, the base map doesn't have enough spawn spots for enemy placement. I sometimes get that when 30+ lab and 20+agents AND having edited the alien drop of ships to 32 aliens of various sorts AND three basic security stations AND having just the gravlift and no vehicle repair bays. EsTeR (talk)

Battleship ex nihilo

Just wanted to say that shooting down the "Bomber" Battleship but not the "Infiltration" Battleship resulted in no Battleships remaining in the Alien Dimension. Unfortunately, I accidentally overwrote the savegame so I can't say for sure whether this is true if you shoot down only the "Infiltration" Battleship but let the "Bomber" escape. Darkpast (talk) 15:21, 21 July 2020 (UTC)

It'd be either. I know because if you shoot down both there are "-1" Battleships remaining in the AD and the next Battleship scheduled to be built won't show up. Magic9mushroom (talk) 06:33, 22 July 2020 (UTC)

25% TU limit for reaction fire

Units' TU get limited to 25% when the turn ends. This is why reaction fire is so rare in Apocalypse (except for newly-hatched Hyperworms, which are not affected by this as they are spawned with full TU in the middle of X-COM's turn). Whether this is an accident or intentional, who knows - but it needs to be mentioned somewhere, because "don't bother leaving more than 25% for reaction fire" is therefore a key thing to remember in TB.

A fix for this previously existed (see that thread), but it's been lost. If anybody has a patch for this (or even guidelines for hex-editing it out), it would be very handy. Magic9mushroom (talk) 10:08, 22 July 2020 (UTC)

Security Stations in turn-based mode

I don't think their TU is refreshed properly. This means they get a grand total of 25% of one turn's TU for an entire battle - hence their disappointing performance.

Skin36 is looking into it, so I may have more to report soon. Magic9mushroom (talk) 06:03, 1 August 2020 (UTC)

magic vehicles

Set to aggressive with lasers and you have a base defense turret in the sky! ...doesn't work with road vehicles, however.
...doesn't work with road vehicles, however.

... my disappointment is immeasurable!!! Jasonred79 (talk) 14:08, 14 April 2022 (CEST)

there is another bug you can add once you have tested it and repeated it: It has something to do with troops back at base, given autocannons (AC), loaded with AP ammo when you don't have any in your base!, but a craft returning (but not yet landed) has the ammo (AC+AP were used in the mission). The exploit may possbile be: before your craft lands, load up all troop still at base with all AC (AP will 'magically' be loaded), stick them on a vehicle and go land at your other base, unload all AC from troops, 'free AP ammo' (one AP clip per gun) is now avaialble.

I'm having trouble repeating it since it sometimes 'loads with AP' (confirmed by mouse hover over gun) but when you remove gun at other base the AP ammo doesn't appear, sometimes it does!.

Tracking Ignores Accuracy

Real-Time: If an agent uses a rocket launcher with auto-shot, the agent shoots after about 1sec delay, however, if aimed-shot is used, the agent will fire only after about a 4sec delay, and typically hits the target (a slum wall segment) more often.

  • is accuracy of the agent ignored?
  • is weapon accuracy ignored?
  • are both ignored?

because what it looks like is that accuracy plays a part in regards to tracking weapons.

as a further note considering the article: the intro waffle is just... nope.