Difference between revisions of "Cut items and features (Apocalypse)"

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=Work In Progress=
+
ypse - 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.
  
THIS PAGE is the combined total of <s>three</s> two ''almost'' idendical pages.
+
==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 restrictions.
  
Update: Working this page on an offsite computer. May take a bit longer than I thoguht, also getting pics of items when handheld. Slowly slowly... for the greater good!
+
<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>
  
Update2: not going to combine the final section (AI behavior in Beta and Vanilla) of this page since that needs to be its own page. Removing that section now.  
+
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>
{{tocright}}
 
 
 
== Mythos Games said about X-Com Apocalypse ==
 
Below is an excerpt from the official Mythos Games website, stating how the game could have turned out very different!!
 
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">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>
 
 
 
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/ Found by StrategyCore],  [http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse Original text]
 
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">
 
 
Game Storyline
 
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.
 
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.
Line 30: Line 28:
 
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.
 
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
 
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>
+
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.
Found by [[FilmBoy84]],  [https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html Original text]
+
</pre>
  
== With regards to Items, here's what testing has discovered that adds to the wiki information above: ==
+
Source:<br>
 +
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html
 +
SGI:<br>
 +
*https://en.wikipedia.org/wiki/SGI_Visual_Workstation
  
===Accidentally left in game, you can find it or add by editing===
+
==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 contained all of the cut content and cut functionality in its current state at that time before it was removed. Additional options were unique cheats to aid in testing the game. A total of nine randomly generated alien dimensions were planned (three were complete) with an alternate ending if X-Com did not find all nine alien 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 discovered or conquered. (Good Ending)<br>
 +
See below: '''One Way To Win'''
 +
</pre>
 +
*'''First Beta''' This X-Com Apocalypse version was unstable due to the removal/disabling of ''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 crashed due to missing data, a broken research tree, and program critical errors. It was not possible to complete the game unless cheats or work-arounds were used. A working "Skirmish Mode" and a "Multiplayer(Peer-To-Peer) Mode" were present but was 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 was mostly complete except for intermittent crashes and missing graphics in certain areas. Remnants of the cut content and cut functionality were present within the gamefiles but all had 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 [[Utilities_(Apocalypse)|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 contains remnants of the "Skirmish Mode" with complete removal of "Multiplayer Mode", which did 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.
 +
<gallery>
 +
Image:Title_Red_(Apocalypse).png|frame|300px|UK version Title Screen
 +
Image:Title_Blue_Apocalypse.png|frame|300px|US version Title Screen
 +
</gallery>
  
====Mind Shield====
+
=Cut, Deleted, Removed, Hidden=
[[File:xcom3-mindshield.png|200px|left]]UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
+
* "UFOpeadia" text is sourced from '''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 when using the cut content.
 +
* "Debug text: only appears if any previous versions had relevant text.
  
Text lines: Psionically protect unit, Lend Psionic strength, Psi-drain, Psi-lend, Psi-unpanic, Psi-unstun
+
===Name Change===
 +
Mega-Primus was originally called "MegaPrime"
  
Notes: A clunky Mind Bender-lookalike that increases an agent's psi-defense when held and activated, as the half-assed UFOpedia page says. The effect is bugged so that any agent leaving the battlefield with it still armed and running will have the +30 bonus permanently added to their stats. They were officially removed from the retail version, but some are still lying around on Marsec property.Were officially removed, but someone forgot to purge the loot tables for a few raid targets.
+
==Agent Equipemnt==
{{clear}}
 
  
====Energy Pod====
+
===Mind Shield===
[[file:xcom3-energypod.png|200px|left]]UFOpaedia: N/A
+
[[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>
  
Notes: A large energy cell that looks like two laser rifle magazines stuck together. Its mostly purged UFOpedia entry suggests it's a magazine for a man-made Devastator, the market entry connects it to the disabled ForceWeb weapon and they can be found in Transtellar facilities. Pick a theory. Were officially removed, but someone forgot to purge the loot tables for a few raid targets.
+
This device was intended, as text above, to complement an agent's [[Psionics_(Apocalypse)|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 when it is active (denoted by a white outline) and held in the hand. The device has an unintented effect of permanently increasing the Psi-Defence attribute if the Mind Shield remains active when the mission is completed or that agent has escaped the battlescape.
Note 2: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere
+
<br clear="all">
{{clear}}
 
  
====Advanced Alien Containment====
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===ForceWeb===
[[file:xcom3-bigaliencont.png|200px|left]]UFOpedia: "Due to the size of the Megaspawn we need a lot of free space in the Alien Containment facility to hold it and an advanced Bio-lab to study it."
+
[[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>
  
Notes: A large 2x2 version of the Alien Containment to complete the set of advanced science facilities. Since the tiny holding tank in the retail version holds as many mooks as this quad unit, the whole rigamarole of researching bigger containment areas might've been cut as pointless. The basic room took the capacity that the game was designed around and these assets were left behind.
+
This weapon was to behave like weak version of the [[Megapol_Stun_Grapple|Stun Grapple]] but with a local area-effect stun. It was designed to capture multiple small units within a small 3x3 area or for use against a single large alien. Prior to removal, the stun grapple was unable to affect large lifeforms so this was the 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. The fire-weapon sound effect is the same as the Stun Grapple.
Still in the vanilla game and can be added by editors. This facility was simply a larger version of the existing alien containment, capable of holding 3x the capacity of the smaller sibling. It was necessary to own this facility to hold the larger alien creatures such as psy-morphs and Megaspawn as well as parts of the living tissue of the City-scale Overspawn (Another cut set of missions). More critically, it was the only Alien Containment facility that allowed X-COM to barter with the Aliens, the normal facility allowed for capture of the smaller creatures, but had no capacity for forensics or interrogation of sentient aliens.  
+
<br clear="all">
{{clear}}
 
  
====Cells====
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===Dimension Destabilizer===
[[file:xcom3-cells.png|200px|left]]UFOpaedia: NOT USED!
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[[Image:Cut_Item_DimenDestab_(Apocalypse).png|left]]
Notes: Holding cells for human prisoners! Blackmailing corporations with infiltration evidence or hostages, undermining criminal organizations, interrogating Sirius cultists... who knows how much the developers promised to deliver with this system. The flags in the building tables hint that this was unlocked through research.
+
[[Image:xcom3-destabilizer.png|200px|right]]
Still in the vanilla game and can be added by editors. Functionality was similar to the lab/workshop facilities and agents could be assigned to the cells to oversee a host of options in terms of diplomacy and subversion. This facility also allowed X-COM to hold on to agents, spies and VIPs from other organisations [Capacity of 10 plus 5 assigned agents]. X-COM could even capture civilians (though at a cost to popularity) and force them to train as new agents for X-COM; this allowed X-COM to recruit via kidnap if willing agents were not forthcoming due to organisation issues or alien control.
+
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>
{{clear}}
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In-game text: Destabilization<br>
  
====People Tubes====
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This weapon was to be an X-Com derived version of the alien's disruptor weapon technology with the same recharging function but able to fire rapidly. Intended to fit between the [[Disruptor_Gun|Disruptor Gun]] and the [[Devastator_Cannon|Devastator Cannon]] within the research tree. Energy Pod ammunition is relevant to this weapon somehow but having a recharging function may have been caused errors, prompting removal. The fire-weapon sound effect is the same as the Devastator Cannon.  
Cut content due to graphics corruption.
+
<br clear="all">
The blue tubes could have been a locale for tactical battle. Simply changing the function of any building (using Apoc'D) to that of "People Tubes" allows fighting (raiding or aliens) within. The colours are messed up and seem to be very similar to the objects used within Nutrivend Shopping Mall.
 
  
 +
====Energy Pod====
 +
[[Image:Cut_Item_EnrgPod_(Apocalypse).png|left]]
 +
[[Image:xcom3-energypod.png|200px|right]]
 +
UFOpaedia: <none><br>
 +
In-game text: Disruptor Beam<br>
  
==Not in the game but in texts,sprites and UFOpedia images (some can be edited)==
+
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 [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|DOS vs Pentium versions]].
 +
<br clear="all">
  
====Forceweb====
+
===Dimension Force Field===
[[file:xcom3-forceweb.png|200px|left]]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.
+
[[Image:Cut_Item_DimenFF_(Apocalypse).png|left]]
Notes: A weaker version of the Stun-Grapple, but has an area effect forming a 3x3 square. This allows for capture of multiple small aliens or used against the larger aliens that the Stun Grapple COULD NOT capture prior to vanilla. No animation effect is present in the beta, but it does seem to "stun" creatures within the 3x3 tile radius. It uses the Energy pod ammunition.
+
[[Image:xcom3-forcefield.png|200px|right]]
{{clear}}
+
UFOpaedia: <none><br>
 +
In-game text: Incendiary<br>
  
====Alien Detector====
+
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 [[Take_Cover!|cover]] or to block passage through a doorway etc. Sound is unknown.
[[file:xcom3-detector.png|200px|left]] UFOpaedia: N/A
+
<br clear="all">
Notes: Allows for identification of "micronoid infected VIPs or brainsucked civilians/gangs/police" that are not hostile to X-COM in the Tactical game. It appears that the game was meant to allow, as part of the tagging model, some infected units to be in the tactical game but not attack X-COM or run away from them as they went about their missions in the Cityscape. This device allows X-COM to see infected units through a minimap similar to the Motion Detector that remains in game, but much more accurate. Different colours identify "safe" units and "hidden" aliens. X-COM can then be told to shoot the infected unit accordingly
 
{{clear}}
 
  
====Dimension Destabiliser====  
+
===Tracker Gun===
[[file:xcom3-destabilizer.png|200px|left]] UFOpedia:An X-COM developed Disruptor Beam weapon based on Alien technology. It is a faster firing and more effective weapon than the Devastator Cannon.
+
[[Image:Cut_Item_TrackGun_(Apocalypse).png|left]]
 +
[[Image:xcom3-trackergun.png|200px|right]]
 +
UFOpaedia: NOT USED<br>
 +
In-game text: Tracker Dart<br>
  
Notes:Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do.The only handheld human replica of the alien disruptor tech. It fires 5 shots in the time a Devastator can manage two and sits between the two alien guns in terms of power. A probable pair to the Energy Pod, but the discrepancy in numbers and the fact it recharges like the alien units might mean that this rifle was complete enough to have its stats balanced before getting cut.
+
This weapon was used to ''tag'' units (typically VIPs) on the battlescape to allow them to be tracked across MegaPrime 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. It used a fire-weapon sound unique to this weapon (TRAKGUN.RAW).
{{clear}}
+
<br clear="all">
  
====Dimension Force Field====
+
====Tracker Gun Clip====
[[file:xcom3-forcefield.png|200px|left]] UFOpaedia: N/A
+
[[Image:Cut_Item_TrackGunAmmo_(Apocalypse).png|left]]
Notes: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form "barriers" on the Tactical game that agents could hide behind and shoot over. It's too large to be intended as a personal force field.
+
[[Image:xcom3-trackmag.png|200px|right]]
{{clear}}
+
UFOpaedia: NOT USED<br>
 +
In-game text: Tracker Dart<br>
 +
This ammunition object is used by the Tracker Gun. It used an ammunition-impact sound unique to this projectile (TRAKHIT.RAW).
 +
<br clear="all">
  
====Tracker Gun, Tracker Gun Clip & Multi-Tracker====
+
===Multi-Tracker===
UFOpaedia: NOT USED!
+
[[Image:Cut_Item_MultiTrack_(Apocalypse).png|left]]
Notes: Probably the coolest feature cut from the game. In the second beta it's still there but has been drastically hacked to pieces since the first beta (presumably as they started to cut features). The tracker gun was used in the tactical game to "tag" civilians, VIPs, Aliens and gang members. These units, if allowed to flee the tactical game, or left there as X-COM withdrew would then appear on the cityscape in a similar manner to X-COM agents. Confusingly, when i've been able to tag and track units historically (prior to losing my debug copy) the units appear using the Red man and Yellow circle, in debug, X-COM were green men with a yellow circle. Civilians appeared as a grey man with a yellow circle. For some reason, by beta, the colours were reversed. You could follow them around the cityscape and capture them with stun weaponry in the tactical game. There was a bug where units had to be tagged before they could be captured; you couldn't capture a VIP just by stunning them. The tag indicated that they were to be sent to the X-COM cells after a battle and not returned to the parent organisation. In effect "tagging" a unit gave X-COM permission to arrest and hold for interrogation (giving details of alien infection, organisation relations, other organisation units locations, etc.), ransom (yes, this was a thing that X-COM did to raise funds) or execution (that antagonised the parent organisation).
+
[[Image:xcom3-multitracker.png|200px|right]]
<div><ul> <li style="display: inline-block;"> [[file:xcom3-trackergun.png|200px]] </li>
+
UFOpaedia: NOT USED<br>
<li style="display: inline-block;"> [[file:xcom3-multitracker.png|200px]]</li>
+
In-game text: <none><br>
<li style="display: inline-block;"> [[file:xcom3-trackmag.png|200px]]  </li>
 
  
</ul></div>
+
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_(Apocalypse)|Motion Scanner]] but only displays the marked target and the user as a simple white dot. 
 +
<br clear="all">
  
{{clear}}
+
===Alien Detector===
 
+
[[Image:Cut_Item_AlnDet_(Apocalypse).png|left]]
====Psi-Grenade, Psionic Blast====
+
[[Image:xcom3-detector.png|200px|right]]
[[file:psibomb.png|200px|left]] 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.
+
UFOpaedia: <none><br>
 
+
In-game text: <none><br>
Notes: When exploding, this caused units to "panic" or "berserk" and even "flee" by knocking their psi-defence and psi-strength as well as bravery right down. It was most devastating against high-psi or bravery units as the mechanism worked on a "percentage damage" model. A great weapon against Psi-morphs and Micronoids.
 
{{clear}}
 
 
 
====Dimension Shifter (CRAFT EQUIPMENT)====
 
[[file:xcom3-dimshifter.png|200px|left]]UFOpaedia: NOT USED!
 
Notes: Just like the name implies, this allows vehicles to dimensionally jump without the need for a Dimensional Gate.
 
 
 
Notes: Back in debug there was provision for NINE (Yes nine!) Alien Dimensions, these were procedurally generated with the buildings linking in different manners for each dimension. From what i can recall from the debug, only dimension IDs 0 through 4 were used (0 being Mega-Primus, plus four other "alien" maps; there were preliminary plans for expansions that added more up to the 9 threshold). The dimension shifter allowed for X-COM to select which dimension they travelled to. If X-COM did not research this item, they could "win" the game by destroying the first dimension, but there was a twist ending by which the aliens would keep invading Earth and X-COM actually lost (In short, there were "alternate endings" planned for apocalypse, much in the same way that Dreamland Chronicals [UFO Aftermath] had). The only way to truly win apocalypse was to complete ALL of the alien dimensions and this is why the "ONE WAY TO WIN" piece of research can still be found in the vanilla game! The "One way to win" image is of a special building that grew the technology to allow the aliens to settle in different dimensions; this was later made into the building that grew new buildings for the aliens (as it is in vanilla). There was a significant story change from the aliens being from a vast multi-dimensional empire to that of the micronoids effectively invading other dimensions to escape the death of their own (as is the case in vanilla).
 
{{clear}}
 
 
 
====Leaders and Vips and Agent Spies====
 
[[Image:CultLdr_Batt_360_(Apocalypse).png|frame|left|Cult Leader]]  
 
[[Image:GangLdr_Batt_360_(Apocalypse).png |frame|left|Gang Leader]]  ‎
 
 
 
Notes: Text lines from game:Squad leader,  Gang leader, Cult Leader, Gangster, #Psiclone gang,  Alien attacks VIP, Crazed VIP attacks VIP, VIP spotted:, Do you wish to tail this VIP?, Observe VIP's.
 
 
 
Notes2: File titles (S-title.png and vipttl.png) means that for VIPs and Agents should have been allocated its own category in ufopedia. By analogy for example V-title.png (Vehicles in Ufopedia)
 
 
 
Notes3: Game files include unit stats for four VIPs: Police Chief, Gang Boss, Politician, Cult Leader, Corporate Boss (the last is used for gun emplacement stats in-game).
 
<div><ul> <li style="display: inline-block;"> [[File:Xcom3-leaders.png|thumb|none|200px|VIPs]] </li>
 
<li style="display: inline-block;"> [[File:Xcom3-cult-gang-leaders-sprites-ps.png|thumb|none|200px|Leaders sprites PS]] </li>
 
<li style="display: inline-block;"> [[File:V-title.png|thumb|none|200px|V-title.png]]  </li>
 
<li style="display: inline-block;"> [[File:S-title.png|thumb|none|200px|S-title.png]] </li>
 
<li style="display: inline-block;"> [[File:Vipttl.png|thumb|none|200px|vipttl.png]] </li>
 
</ul></div>
 
 
 
{{clear}}
 
 
 
====Wall====
 
[[file:29WALL.png|200px|left]]UFOpaedia: NOT USED!
 
Notes: Somthing with walls...part of a UFOpaedia article about the walls in the city.
 
{{clear}}
 
  
====Security Turrets in Alien Dimension====
+
This device was used to find [[Micronoid_Aggregate_(Apocalypse)|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.
[[file:Alien_turrets.png|200px|left]]UFOpaedia: NOT USED!
+
<br clear="all">
Notes: "there are disrupter pods on some alien buildings in battlescape These do indeed fire if agents get close on UK CD-ROM (Original release) version" [[FilmBoy84]]
 
{{clear}}
 
  
===Overspawn===
+
===Psi-Grenade===
[[file:xcom3-overspawnalt.png|200px|left]]UFOpedia:"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."
+
[[Image:Cut_Item_PsiGren_(Apocalypse).png|left]]
Notes: As with any creature, even the Overspawn has its "live" analysis with less anatomy and more motive and function. Of course, since you can't exactly capture this thing, you'll only ever see the "autopsy" results of bombarding one into pieces.Only visible by flipping the "unlock" flags with an editor.
+
[[Image:psibomb.png|200px|right]]
{{clear}}
+
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>
  
===One Way to Win===
+
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 [[Agents_Stats_(Apocalypse)#Morale.2FBravery|Bravery]] attribute based on a percentage calculation. The effect of this grenade, "Psionic Blast", was removed also. Does not use any sound effects.
[[file:xcom3-onewaywin.png|200px|left]]Notes: This is the very last discovery in the Alien Dimension category, even beyond the Real Alien Threat. Before the endgame consisted of gradually slaughtering the alien war machine one organ-building at a time, the original design might have involved a climactic "Cydonia or Bust!" type no-turning-back invasion in the vein of the first game. The picture seems to depict an immature pod in the Megapod Chamber, the last alien target before the final battle to destroy the dimension gate generators.Only visible by flipping the "unlock" flags with an editor.
+
<br clear="all">
<pre>There were at least four intended endings:
 
1) X-COM and Earth are destroyed
 
2) X-COM and Earth are teleported into the alien dimension, stripped of resources and populations made slaves or used as food
 
3) X-COM destroy the parent alien dimension, but do not discover the other dimensions they have populated, Earth appears saved, but is ultimately destroyed out of revenge when the aliens find their way back to Earth again ("False-Win" ending)
 
4) X-COM destroys the parent alien dimension and either destroys or seals the other dimensions conquered by the aliens ensuring survival of the solar system and humanity... For now... ("One way to win" and the only "Good" ending)
 
  
In vanilla, ending 1 and 2 are combined (populations destroyed with the remnants of earth being teleported into the alien dimension).
+
==Facilities==
A new ending was created for a vanilla win ("We did it! Yeeessss!")
 
  
I do remember seeing footage of the cut videos on the web a few years back, i really must try and track them down as the above "alternate" endings were most certainly made...</pre>
+
===Security Turrets===
{{clear}}
+
[[Security_Station_(Apocalypse)|Security turrets]] were used within some X-Com facilities. Turrets were used to suppress any uprisings and to thwart any attempt of rescue of prisoners or live aliens during a [[Base_Defense_(Apocalypse)|base defence]] mission. [[Alien_Containment_(Apocalypse)|Alien Containment]] in the final version still has the turrets pictured within the UFOpaedia entry but these do not appear if the facilty is built. Other facilites which were cut also had some security functionality. Security Stations are the only facilities in the final version which use turrets.
 
 
== Items not cuted but many peoples dont know about it ==
 
 
 
====Alien Gas Grenade====
 
[[file:Xcom3-alien-gas-grenade.png|200px|left]] UFOpedia: A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud.
 
Also maybe linked from UFOpedia "There is a possibility that a multi-toxin can be suspended in gaseous form, which would increase the efficiency of our Biological weaponry."
 
{{clear}}
 
====Heavy Launcher AG (Alien Gas) Missile====
 
[[file:Xcom3-heavy-launcher-ag-missile.png|200px|left]] UFOpedia: This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover.
 
{{clear}}
 
====MiniLauncher AG Missile====
 
[[file:Xcom3-minilauncher-ag-missile.png|200px|left]] UFOpedia: Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans
 
{{clear}}
 
 
 
 
 
==X-Com Apocalypse Map Editor==
 
[[file:X-Com-Apocalypse-Map-editor.png|200px|left]][[file:X-Com3-Mapeditor-hexedit-UFO2PEXE.png|200px|right]] [[File:CITydemo.zip|right]] Notes: You can turn Map Editor on by using hex editor and edit UFO2P.EXE and then add CITydemo to UFODATA folder. Actually, this is an editor that developers used to create maps, it has full functionality and can be used to edit any map or create a new one.
 
{{clear}}
 
 
 
==Text remnants in files==
 
 
 
*'''Advanced Cells (X-COM Facility)''' Notes: Purged from vanilla. The advanced cells added torture functionality to the list of available X-COM options for VIPs/Agents/Leaders/Civvies. They also included security turrets (disruptor tech) to ensure that when persons escaped, there was a means to control them. Just like the cells, advanced cells were a possible spawn point for "raiding" parties from other organisations. Holding capacity was 2.5x that of the standard cell at 25 plus a maximum of 10 agents assigned to spy duties. Presence in debug was limited, they used placeholder sprites and sprites stolen from other buildings. Colour pallette was borked. Turrets were controllable but prone to crashing the game when fired. Listed pre-requisits to researching the advanced cells were: "Disruptor Gun", "Alien Infiltration" (Or similar), "Alien Diplomacy" [Stub research with no content, at this time the alien leaders were still capable of learning human speech under the control of a queen and not the micronoids], "Advanced Alien Containment" [Suggesting the methods learnt for alien interrogation were being applied to human/sectoid parties].  
 
 
 
By [[FilmBoy84]] "In other news, dug this up from my debug notes circa 1999 - glad i added this much detail at the time as more info here about state of implementation than in my post above (will expand things accordingly as time allows)"
 
 
 
*'''Structure Probe (CRAFT EQUIPMENT)''' Notes: This was intended to allow X-COM to probe the next building in the alien dimension, this could only be found on the dimension probe and gave it it's purpose. After successfully completing a building mission in the alien dimension X-COM had to fly a probe over the next building and scan it before returning to earth. This unlocked the research for the next building. Of course, in vanilla, this was automatically granted and the dimension probe remains as a useless vehicle in the research tree.
 
 
 
*'''Vortex Analyser (CRAFT EQUIPMENT)''' Notes: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to "look"/"scan" for "vortexes" between the different alien dimensions within each alien dimension map. These were hidden in normal play and moved (like the dimension gates) over time. Once found, a vortex could be traversed using the "Dimension Shifter" to one of the other alien dimensions. Only when the "One way to win" research was completed did vortexes to the "final" alien dimension start to open. This allowed X-COM to "skip" some of the dimensions and truly destroy the alien threat if they were quick to research the "Real Alien Threat" and "One way to win" in quick succession.
 
 
 
*'''Zorium''' Notes: Sits right next to Elerium-115 in the market list, with double the value. Before the dimension gate disruptor dimension energy hooplah went in, the game probably followed the tradition of discovering an alien magic substance that powered their supreme alien magic tech. The numbers can be tweaked to "stock" it in the open market, but it's so inert that nothing happens.
 
 
 
* Text lines: Psionically protect unit, Lend Psionic strength, Psi-drain, Psi-lend, Psi-unpanic, Psi-unstun
 
 
 
==Source content ==
 
*https://tcrf.net/X-COM:_Apocalypse
 
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/
 
*The OpenApoc Project maintains a thread dealing with cut functions of X-COM: Apocalypse on their forums here: http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/
 
*Additionally, a detailed documentation of the cut "Spy/Interrogation/Diplomacy" features can be found here: http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278/
 
[[Category:Apocalypse]]
 
 
 
 
 
=Combined Page=
 
= List of known cut-features =
 
 
 
'''''(Taken from [[FilmBoy84]]'s post at [http://http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/ OpenApoc Forums])'''''
 
 
 
... A lot of these things are known and documented, particularly well, here:
 
https://tcrf.net/X-COM:_Apocalypse (A much better resource than UFOPedia for lost content)
 
 
 
Most other "cut" content is as described on "The cutting floor" wiki as i linked to above, but i thought it significant to post my knowledge of further details here if modders want to pick it up for additions to [[OpenApoc]] especially as i've found some things that flesh out the content even further.
 
 
 
= Mythos Games said about X-Com Apocalypse =
 
Below is an excerpt from the official Mythos Games website, stating how the game could have turned out very different!!
 
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">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>
 
 
 
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/ Found by StrategyCore],  [http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse Original text]
 
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">
 
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>
 
Found by [[FilmBoy84]],  [https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html Original text]
 
 
 
=Currently, there are three known versions of pre-vanilla apocalypse. =
 
 
 
*'''The "Debug" version'''; this was sent out to Q&A/Debuggers, it contains ALL of the cut functionality in the state it was prior to being cut. Includes cheats that the beta does not have to aid testing. The holy grail of Apocalypse development really; __would love to find a copy of this after losing mine with the First Beta back in 2001.__ No known copies exist in the public domain; PM me if you know otherwise.
 
 
 
*'''The "First Beta"'''; frequently crashes and puts up "blank prompts", most of the cut features are partially removed in this version, the game is not completable end-to-end due to a broken research tree but can be completed with the "beta cheats". It was only ever available internally to Microprose and Mythos employees but copies were leaked to friends and families. Both a working Skirmish Mode and a Multiplayer (P2P) mode are present, though the Multiplayer is prone to desynchronising and crashes, the Skirmish has lots of crash-to-prompt errors and missing tiles.
 
 
 
*'''The Demo''' Created in 15.04.97, demo allows you to play a single Tactical Combat Mission.
 
 
 
*'''The "Second Beta"''', most widely available pre-vanilla apocalypse. Intermittent "blank prompts" few crashes, effectively a "complete game" only with placeholder graphics in some places. All of the "cut" functions are still in the game and as complete as they ever were (excepting the tracker stuff that appears to have been partially cut), but have been made inaccessible without some tinkering. The behaviour of both aliens and X-COM agents is much more detailed as i have documented elsewhere and gives a happy middle ground to ascertaining how Apocalypse was "meant" to work prior to it's release. It has an .exe date of 12/06/1997 (dated after the vanilla release because there was an intent to further develop apocalypse with patches so for a time, a beta development branch was retained and then leaked). Beta2 has a Skirmish mode, but it does not work resulting in a crash to prompt on mission generation. Multiplayer (P2P) has been removed.
 
 
 
 
 
= With regards to Items, here's what testing has discovered that adds to the wiki information above: =
 
 
 
==Accidentally left in game, you can find it or add by editing==
 
 
 
===Mind Shield===
 
[[File:xcom3-mindshield.png|200px|left]]UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
 
 
 
Notes: A clunky Mind Bender-lookalike that increases an agent's psi-defense when held and activated, as the half-assed UFOpedia page says. The effect is bugged so that any agent leaving the battlefield with it still armed and running will have the +30 bonus permanently added to their stats. They were officially removed from the retail version, but some are still lying around on Marsec property.Were officially removed, but someone forgot to purge the loot tables for a few raid targets.
 
{{clear}}
 
 
 
===Energy Pod===
 
[[file:xcom3-energypod.png|200px|left]]UFOpaedia: N/A
 
 
 
Notes: A large energy cell that looks like two laser rifle magazines stuck together. Its mostly purged UFOpedia entry suggests it's a magazine for a man-made Devastator, the market entry connects it to the disabled ForceWeb weapon and they can be found in Transtellar facilities. Pick a theory. Were officially removed, but someone forgot to purge the loot tables for a few raid targets.
 
{{clear}}
 
  
 
===Advanced Alien Containment===
 
===Advanced Alien Containment===
[[file:xcom3-bigaliencont.png|200px|left]]UFOpedia: "Due to the size of the Megaspawn we need a lot of free space in the Alien Containment facility to hold it and an advanced Bio-lab to study it."
+
[[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>
  
Notes: A large 2x2 version of the Alien Containment to complete the set of advanced science facilities. Since the tiny holding tank in the retail version holds as many mooks as this quad unit, the whole rigamarole of researching bigger containment areas might've been cut as pointless. The basic room took the capacity that the game was designed around and these assets were left behind.
+
An X-Com facility which was an advanced version of the normally available Alien Containment. It was designed to hold the large lifeforms ([[Psimorph_(Apocalypse)|Psimorph]], [[Megaspawn_(Apocalypse)|Megaspawn]], [[Overspawn_(Apocalypse)|Overspawn]] and [[Queenspawn_(Apocalypse)|Queenspawn]]) and had its capacity tripled. An extra function of this facility was to allow X-Com agents to interrogate the aliens to extract information. [[Advanced_Security_Station_(Apocalypse)|Advanced security turrets]] were present.<br>
Still in the vanilla game and can be added by editors. This facility was simply a larger version of the existing alien containment, capable of holding 3x the capacity of the smaller sibling. It was necessary to own this facility to hold the larger alien creatures such as psy-morphs and Megaspawn as well as parts of the living tissue of the City-scale Overspawn (Another cut set of missions). More critically, it was the only Alien Containment facility that allowed X-COM to barter with the Aliens, the normal facility allowed for capture of the smaller creatures, but had no capacity for forensics or interrogation of sentient aliens.  
+
<br clear="all">
{{clear}}
 
  
 
===Cells===
 
===Cells===
[[file:xcom3-cells.png|200px|left]]UFOpaedia: NOT USED!
+
[[Image:Cut_Facil_Cells_(Apocalypse).png|left]]
Notes: Holding cells for human prisoners! Blackmailing corporations with infiltration evidence or hostages, undermining criminal organizations, interrogating Sirius cultists... who knows how much the developers promised to deliver with this system. The flags in the building tables hint that this was unlocked through research.
+
[[Image:xcom3-cells.png|200px|right]]
Still in the vanilla game and can be added by editors. Functionality was similar to the lab/workshop facilities and agents could be assigned to the cells to oversee a host of options in terms of diplomacy and subversion. This facility also allowed X-COM to hold on to agents, spies and VIPs from other organisations [Capacity of 10 plus 5 assigned agents]. X-COM could even capture civilians (though at a cost to popularity) and force them to train as new agents for X-COM; this allowed X-COM to recruit via kidnap if willing agents were not forthcoming due to organisation issues or alien control.
+
UFOpaedia: NOT USED<br>
{{clear}}
+
In-game text: <none><br>
  
==Not in the game but in texts,sprites and UFOpedia images (some can be edited)==
+
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. Security turrets were present.
 +
<br clear="all">
  
 +
===Advanced Cells===
 +
NO IMAGES REMAIN of this cut item.<br>
 +
UFOpaedia: <none><br>
 +
In-game text: <none><br>
 +
An X-Com facility intended as a prison which had further functionality to that of the smaller Cells. The Advanced Cells added torture as an additional interrogation technique. This was cut early due to corrupted graphics, error-prone turrets, program crashes etc. Advanced security turrets were present.
 +
<br clear="all">
  
===Forceweb===
+
===Repair Bay Vehicles===
[[file:xcom3-forceweb.png|200px|left]]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.
+
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|left|200px|Annihilator]]
Notes: A weaker version of the Stun-Grapple, but has an area effect forming a 3x3 square. This allows for capture of multiple small aliens or used against the larger aliens that the Stun Grapple COULD NOT capture prior to vanilla. No animation effect is present in the beta, but it does seem to "stun" creatures within the 3x3 tile radius. It uses the Energy pod ammunition.
+
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|right|200px|Police car]]
{{clear}}
+
Base defence missions which contained a [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] would have a vehicle appear inside the facility. The vehicle was vunerable to damage and could be destroyed. The cut feature was removal of an vehicle appearing but the facility remained in the final version and still has a vehicle pictured.
 +
<br clear="all">
  
===Alien Detector===
+
==Units==
[[file:xcom3-detector.png|200px|left]] UFOpaedia: N/A
+
<pre>
Notes: Allows for identification of "micronoid infected VIPs or brainsucked civilians/gangs/police" that are not hostile to X-COM in the Tactical game. It appears that the game was meant to allow, as part of the tagging model, some infected units to be in the tactical game but not attack X-COM or run away from them as they went about their missions in the Cityscape. This device allows X-COM to see infected units through a minimap similar to the Motion Detector that remains in game, but much more accurate. Different colours identify "safe" units and "hidden" aliens. X-COM can then be told to shoot the infected unit accordingly
+
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"
{{clear}}
+
</pre>
 +
* Every [[Organizations|organisation]] had a Leader which usually resided within their [[Corporate_HQ_(Apocalypse)|Corporate Headquarters]] or [[Temple_of_Sirius_(Apocalypse)|Temple]] but was able to travel around MegaPrime to conduct 'business' such as extortion, coercion, sabotage, 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, influence their command structure, steal technology, 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>
  
===Dimension Destabiliser===
+
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.
[[file:xcom3-destabilizer.png|200px|left]] UFOpedia: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 clear="all">
  
Notes:Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do.The only handheld human replica of the alien disruptor tech. It fires 5 shots in the time a Devastator can manage two and sits between the two alien guns in terms of power. A probable pair to the Energy Pod, but the discrepancy in numbers and the fact it recharges like the alien units might mean that this rifle was complete enough to have its stats balanced before getting cut.
+
===Gang Leaders===
{{clear}}
+
[[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>
  
===Dimension Force Field===
+
These unit types were used in the game as similair to Politicians and VIPs. All unique characters were removed except the two pictured.
[[file:xcom3-forcefield.png|200px|left]] UFOpaedia: N/A
+
<br clear="all">
Notes: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form "barriers" on the Tactical game that agents could hide behind and shoot over. It's too large to be intended as a personal force field.
 
{{clear}}
 
 
 
===Tracker Gun, Tracker Gun Clip & Multi-Tracker===
 
[[file:xcom3-trackergun.png|200px|left]][[file:xcom3-multitracker.png|200px|left]][[file:xcom3-trackmag.png|200px|right]] UFOpaedia: NOT USED!
 
Notes: Probably the coolest feature cut from the game. In the second beta it's still there but has been drastically hacked to pieces since the first beta (presumably as they started to cut features). The tracker gun was used in the tactical game to "tag" civilians, VIPs, Aliens and gang members. These units, if allowed to flee the tactical game, or left there as X-COM withdrew would then appear on the cityscape in a similar manner to X-COM agents. Confusingly, when i've been able to tag and track units historically (prior to losing my debug copy) the units appear using the Red man and Yellow circle, in debug, X-COM were green men with a yellow circle. Civilians appeared as a grey man with a yellow circle. For some reason, by beta, the colours were reversed. You could follow them around the cityscape and capture them with stun weaponry in the tactical game. There was a bug where units had to be tagged before they could be captured; you couldn't capture a VIP just by stunning them. The tag indicated that they were to be sent to the X-COM cells after a battle and not returned to the parent organisation. In effect "tagging" a unit gave X-COM permission to arrest and hold for interrogation (giving details of alien infection, organisation relations, other organisation units locations, etc.), ransom (yes, this was a thing that X-COM did to raise funds) or execution (that antagonised the parent organisation).
 
{{clear}}
 
  
===Psi-Grenade, Psionic Blast===
+
===Android Civilians===
[[file:psibomb.png|200px|left]] 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.
+
[[Image:Android_civilian.png|left]]
 +
UFOpaedia: <none><br>
 +
In-game text: <none><br>
  
Notes: When exploding, this caused units to "panic" or "beserk" and even "flee" by knocking their psi-defence and psi-strength as well as bravery right down. It was most devastating against high-psi or bravery units as the mechanism worked on a "percentage damage" model. A great weapon against Psi-morphs and Micronoids.
+
These unit types were used to complement MegaPrime's varied population. Cut early however 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.
{{clear}}
+
<br clear="all">
  
===Dimension Shifter (CRAFT EQUIPMENT)===
+
==Agent Abilities And Skills==
[[file:xcom3-dimshifter.png|200px|left]]UFOpaedia: NOT USED!
+
*'''Interrogation'''<br>
Notes: Back in debug there was provision for NINE (Yes nine!) Alien Dimensions, these were procedurally generated with the buildings linking in different manners for each dimension. From what i can recall from the debug, only dimension IDs 0 through 4 were used (0 being Mega-Primus, plus four other "alien" maps; there were preliminary plans for expansions that added more up to the 9 threshold). The dimension shifter allowed for X-COM to select which dimension they travelled to. If X-COM did not research this item, they could "win" the game by destroying the first dimension, but there was a twist ending by which the aliens would keep invading Earth and X-COM actually lost (In short, there were "alternate endings" planned for apocalypse, much in the same way that Dreamland Chronicals [UFO Aftermath] had). The only way to truly win apocalypse was to complete ALL of the alien dimensions and this is why the "ONE WAY TO WIN" piece of research can still be found in the vanilla game! The "One way to win" image is of a special building that grew the technology to allow the aliens to settle in different dimensions; this was later made into the building that grew new buildings for the aliens (as it is in vanilla). There was a significant story change from the aliens being from a vast multi-dimensional empire to that of the micronoids effectively invading other dimensions to escape the death of their own (as is the case in vanilla).
+
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>
{{clear}}
+
*'''Perception'''<br>
 +
An agent's skill which complemented 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 complemented the ''Perception'' skill when looking for obscure information within a battlescape such as evidence of alien infestation within buildings, humans infected with Mriconoids, clues to other alien dimensions, etc. It would 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 any weakness of alien-owned building targeted for future destruction.<br>
 +
*'''Sanity'''<br>
 +
An agent's skill which was comparable to Psi-Defence against psionic attacks. The sanity of an agent determined their willpower to resist interrogation by others, to remain undetected when 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:Cut_Agent_Climb_(Apocalypse).png|frame|right|Climbing]]
 +
An agent's ability to traverse difficult areas by using a unconventional approach useful for stealth and covert operations. <br>
 +
*'''Driving'''
 +
An agent's ability which determined the maximum speed they could drive safely, evade hostile fire, weave through traffic, etc. 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, effectively evade fire, accurately fire craft weapons, etc.<br>
 +
*'''Swimming'''<br>
 +
An agent's ability to traverse bodies of water at speed and efficiency.<br>
 +
*'''Technical Skill'''<br>
 +
Biochemists, Quantum Physicists and Engineers each have an aptitude for their relevant profession. Each type possessed skills for another profession, but at a lower competancy. This may have allowed a mix of professionals to assist others.
 +
:'''Bio-Chemists''' have 10&harr;50 skill in Quantum Physics.<br>
 +
:'''Quantum Physicists''' have 10&harr;50 in Biochemistry and also 10&harr;30 skill in Engineering.<br>
 +
:'''Engineers''' have 10&harr;-30 skill in Quantum Physics.<br>
  
===Leaders and Vips===
+
==Organisations And Relations==
[[File:Xcom3-cult-gang-leaders-sprites-ps.png|200px|left]]Notes: Text lines from game:Squad leader,  Gang leader, Cult Leader, Gangster, #Psiclone gang,  Alien attacks VIP, Crazed VIP attacks VIP, VIP spotted:, Do you wish to tail this VIP?, Observe VIP's. Mythos Games said: "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." 
 
{{clear}}
 
  
===Diplomacy interface===
+
===Diplomacy===
[[File:Xcom3-diplomacy-early-interface.png|100px|left]] [[File:Xcom3-diplomacy-early-interface-change.png|200px|right]] [[File:Xcom3-diplomacy-early-interface-standings.png|100px|left]] Notes: Diplomacy interface that was exctracted by Skin36 and presented to Apoc community
+
Diplomatic posturing between organisations cut early.
{{clear}}
+
<gallery>
 +
Image:Xcom3-diplomacy-early-interface-standings.png|Relations Overview
 +
Image:Xcom3-diplomacy-early-interface.png|Relations Trend
 +
Image:Xcom3-diplomacy-early-interface-change.png|Confirm Actions
 +
</gallery>
  
===Wall===
+
===Real Estate===
[[file:29WALL.png|200px|left]]UFOpaedia: NOT USED!
+
Buying and selling of buildings by auction. Cut very early in develppment.
Notes: Somthing with walls...part of a UFOpaedia article about the walls in the city.
+
<gallery>
{{clear}}
+
Image:Apoc_Cut_feature_building_auction.jpg|Building Selection
 +
Image:Apoc_Cut_feature_building_auction2.jpg|Confirm Actions
 +
</gallery>
  
===Overspawn===
+
==Cityscape And Battlescape==
[[file:xcom3-overspawnalt.png|200px|left]]UFOpedia:"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."
 
Notes: As with any creature, even the Overspawn has its "live" analysis with less anatomy and more motive and function. Of course, since you can't exactly capture this thing, you'll only ever see the "autopsy" results of bombarding one into pieces.Only visible by flipping the "unlock" flags with an editor.
 
{{clear}}
 
  
===One Way to Win===
+
===People Tubes===
[[file:xcom3-onewaywin.png|200px|left]]Notes: This is the very last discovery in the Alien Dimension category, even beyond the Real Alien Threat. Before the endgame consisted of gradually slaughtering the alien war machine one organ-building at a time, the original design might have involved a climactic "Cydonia or Bust!" type no-turning-back invasion in the vein of the first game. The picture seems to depict an immature pod in the Megapod Chamber, the last alien target before the final battle to destroy the dimension gate generators.Only visible by flipping the "unlock" flags with an editor.
+
[[Image:Cut_Lvl_PplTube_(Apocalypse).png|frame|left|People Tubes corrupted battlescape]]
{{clear}}
+
[[Image:Xcom3-peopletubes.png|200px|right]]
 +
UFOpaedia: NOT USED!<br>
 +
In-game text: <none><br>
  
===Android civilians===
+
A ufopeadia entry which implied something about People Tubes. Not available as a normal battlescape destination. If enabled via an [[Utilities_(Apocalypse)|editor]]: all graphics are coloured with an incorrect palette (odd colours), some features are broken (ramps may not work), some line-of-sight (LOS) errors and delays are possible, exit-tiles may not work, etc. Uses [[Shopping_Mall_(Apocalypse)|shopping mall]] features and geometry.
[[file:Android_civilian.png|left]] Notes: The game data contains sprites for what appear to be android civilians (there are no sprites for crawling, kneeling or using weapons). It seems they would all have had the same body, but four different head designs.
+
<br clear="all">
{{clear}}
 
  
===Unused Aliens===
+
===Wall===
Notes: Tim White, artist who create at initial stages of the development phisical models of aliens. Artist page that contains in archive.org contains some images and descriptions for almost all aliens that he create for Apoc.
+
[[File:29WALL.png|200px|frame|right|City Walls]]
 +
UFOpaedia: <none><br>
 +
In-game text: <none><br>
 +
A ufopeadia entry which implied something about City Walls.
  
[[File:Acousticcreaturesmall.jpg|left]] Acoustic Creature<br>
+
===Car Park===
A predatory creature which uses sound waves at a disrupting frequency to disable its victims. One of a series of 3D models created by the artist for a small computer software company.
+
UFOpaedia: <none><br>
{{clear}}
+
In-game text: <none><br>
[[File:Alienwolf.jpg|left|100px]]Alien Wolf<br>
+
A battlescape which was removed and replaced with a Shopping Mall map.
Another alien creature for the same project mentioned above.
 
{{clear}}
 
[[File:Demonoidmodelsmall.jpg|left|100px]]Demonoid Model<br>
 
An alien predator from the same project as the 'alien wolf' mentioned above.
 
{{clear}}
 
Horned Rat<br>
 
Another alien life form for a computer game project.
 
{{clear}}
 
Venomous Bat<br>
 
A poison bat life form for a computer game project.
 
{{clear}}
 
[[File:Megacarnosaur.jpg|left|100px]]Mega Carnosaur<br>  
 
A massive carnosaur life form for a computer game. The huge and weighty head counterbalanced by a large mace ended tail complete with spikes.
 
{{clear}}
 
Sabre Cat<br>
 
A 3D study of an alien big cat for a computer game.
 
{{clear}}
 
  
= Items not cuted but many peoples dont know about it =
+
===Hotel===
 +
UFOpaedia: <none><br>
 +
In-game text: <none><br>
 +
A battlescape which was removed and replaced with a [[Luxury_Apartments_(Apocalypse)|Luxury Apartments]] map.
  
==Alien Gas Grenade==
+
===Atmosphere Processor===
[[file:Xcom3-alien-gas-grenade.png|200px|left]] UFOpedia: A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud.
+
UFOpaedia: <none><br>
Also maybe linked from UFOpedia "There is a possibility that a multi-toxin can be suspended in gaseous form, which would increase the efficiency of our Biological weaponry."
+
In-game text: <none><br>
{{clear}}
+
A battlescape which was removed and replaced with a [[Hydro-Farm_(Apocalypse)|Hydro Farm]] map.
==Heavy Launcher AG (Alien Gas) Missile==
 
[[file:Xcom3-heavy-launcher-ag-missile.png|200px|left]] UFOpedia: This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover.
 
{{clear}}
 
==MiniLauncher AG Missile==
 
[[file:Xcom3-minilauncher-ag-missile.png|200px|left]] UFOpedia: Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans
 
{{clear}}
 
  
 +
===Ruins===
 +
UFOpaedia: <none><br>
 +
In-game text: <none><br>
 +
A battlescape which was removed and replaced with a [[Slums_(Apocalypse)|Slums]] map.
  
==X-Com Apocalypse Map Editor==
+
===Spaceship===
[[file:X-Com-Apocalypse-Map-editor.png|200px|left]][[file:X-Com3-Mapeditor-hexedit-UFO2PEXE.png|200px|right]] [[File:CITydemo.zip|right]] Notes: You can turn Map Editor on by using hex editor and edit UFO2P.EXE and then add CITydemo to UFODATA folder. Actually, this is an editor that developers used to create maps, it has full functionality and can be used to edit any map or create a new one.
+
UFOpaedia: <none><br>
{{clear}}
+
In-game text: <none><br>
 +
A battlescape which was removed and replaced with a [[Space_Port_(Apocalypse)|Space Port]] map.
  
 +
===Outdoor Parks===
 +
UFOpaedia: <none><br>
 +
In-game text: <none><br>
 +
A battlescape which was removed and replaced with a [[Procreation_Park_(Apocalypse)|Procreation Park]] map.
  
==Agents skills and abilities==
+
==Vehicles And Items==
  
*'''All agents had an "Interrogation" skill'''
+
===Structure Probe===
This skill affected how easy it was to enter interrogation/diplomacy with captured units and organisations. Similarly to the Labs/Workshop pool, the player could assign units with higher skills to the "cells" facility where they would be used to gather information.
+
UFOpaedia: <none><br>
 +
In-game text: <none><br>
  
*'''All agents had a "Perception" skill'''  
+
This device was the 'point' on the front of the [[Dimension_Probe|Dimension Probe]] which had the purpose of 'probing' an alien building to discover any possible entry points and to get basic understanding of the structure's purpose. A squad of forensic specialists and supporting agents (see above: '''Agent Abilities And Skills''') were then able to land and explore the structure for evidence of advanced technology, its use, hidden accesses, and to find structural weaknesses to enable future destruction. As a cut device, the Dimension Probe vehicle no longer has any use however, it still can be built and used in the final version.
This affected how much information the agent could "see" in the battle-scape or compliment "interrogation" skills in other dialogues in the cityscape. The higher an agents perception the more likely they would find forensic artefacts in missions, discover other capturable equipment in missions (a boost to the recovered kit on successful mission) and also compliment other things such as accuracy and reaction skills.
 
  
*'''All agents had a"Forensics" Skill'''
+
===Vortex Analyser===
[[File:Xcom3-investigate-alien-sctructure.png|200px|left]] This was essential to finding all the little clues that allowed X-COM to succeed in the "One Way to Win" story arc cut from vanilla. It was used in all battlescape missions creating a chance of finding clues and artefacts that would lead to the discovery of not just one, but multiple, alien dimensions and the method to close them all down or destroy them. It could also be used to find evidence of alien infiltration of organisations and infestation of buildings as well as gain evidence for extortion and interrogation via a series of "stealth" missions. It was absolutely critical for X-COM agents to have this skill when exploring alien buildings to find their intended purpose (also missions cut from vanilla - see screen from Beta2 below) as well as the means to bring those buildings down or disable them.
+
UFOpaedia: <none><br>
{{clear}}
+
In-game text: <none><br>
  
*'''All agents had a "Sanity" Skill'''
+
This device was used to scan the current [[Alien_Dimension_(Apocalypse)|alien dimension]] for any hidden [[Dimension_Gates|Dimension Gates]] after X-Com acquired knowledge of multiple alien worlds. If any vortices were detected, the Dimension Shifter device (see next) 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 and others could be bypassed.
This was separate to the existing psi-abilities and present on all agents. Sanity affected an agents willpower, their ability to resist interrogation by other organisations, their ability to remain safely undercover, as well as influencing how susceptible to psi-interference the agent was. Oddly, the worse an agents sanity, the harder it was for psi-abilities to affect them directly - though this was most likely a bug or points that a more detailed psi-sanity mechanism was planned but never fully realised.
+
<br clear="all">
  
*'''All agents had a "Driving" Skill'''
+
===Dimension Shifter===
Vehicles were not autonomous in early Apocalypse, every agent had a driving skill that affected how fast the vehicle could be driven, how high a chance of a crash was en-route to a destination and a host of other things such as evading fire, how successful drive-by shootings would be, and so on. Every vehicle had a box to which an agent could be assigned as a "driver". The player would generally be best putting the agent with the higher driving skill there before setting off into the cityscape.
+
[[File:Cut_Veh_Dmnx2_Shft_(Apocalyspe).png|frame|left|Dimension Shifter: Equip & Battlescape]]
 +
[[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 by using previously indentified but obscure 'Vortex'. Some [[Alien_Craft_(Apocalypse)|UFO]] crash recovery battlescapes in the final version still contain this Dimension Shifter device within the craft but it is not recovered when mission completes.
 +
<br clear="all">
  
*'''All agents had a "Flying" Skill'''  
+
===Zorium===
Vehicles were not autonomous in early Apocalypse, every agent had a flying skill that affected how fast the vehicle could be flown, how high a chance of a crash was en-route to a destination and a host of other things such as evading fire, accuracy of the craft, ability to make special manoeuvres, drop agents stealthily into buildings, land in the battlescape (another cut feature), and so on. Every vehicle had a box to which an agent could be assigned as a "pilot". The player would generally be best putting the agent with the higher flying skill there before setting off into the cityscape.
+
UFOpaedia: <none><br>
 +
In-game text: <none><br>
 +
An exotic-energy item or a vehicle fuel used for an unknown purpose. The X-COM series of games each introduced a new and rare exotic fuel used by the aliens ([[X-COM|X-Com1]] = [[Elerium-115|Elerium]], [[TFTD|X-Com2]] = [[Zrbite]]). It has been suspected that '''Zorium''' was to have been the exotic item specific to X-Com Apocalypse.  
 +
<br clear="all">
  
*'''Agents could "Swim"'''
+
===Overspawn - Live===
At one time Apocalypse had water, from "oceans" (as Julian Gollop put it) to small ponds, agents would have to be able to swim. How effective they were depended on other skills, but in the battlescape and stealth missions this ability was critical for traversing some obstacles. By pre-release, no oceans had appeared but some reviewers such as Al Giovetti in late 1996 (who had been granted a copy of debug) commented on the agent swimming ability:
+
[[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>
  
*'''Agents could "Climb"'''
+
This lifeform is a large alien, bipedal vehicle within the final version. Is it not possible to capture one alive but it can be killed. The "Autopsy" is available, whereas the "alive" lifeform research is not.  
[[File:Xcom3-Agents Climbing.jpg|200px|left]] Even in the literature and screens for the vanilla release, several showed agents climbing in the battlescape. This feature was cut very late in development and was essential for Stealth missions and covert operations as well as making the standard missions easier
+
<br clear="all">
{{clear}}
 
  
<pre style="font-style: italic;padding:25px 25px 25px 55px;">"Apocalypse adds many new skills, including interrogation skill, perceptive ability, biochemistry, quantum physics, forensics, engineering, sanity, driving skill, and flying skill. Another problem with the original game was the inability to move other than walk, turn, stand and run. In the new game the Silicon Graphics Incorporated rendered agents will be able to swim, crawl, jump, climb, and run in addition to the other movements."</pre>
+
==Alien Dimension==
  
==Text remnants in files==
+
===Security Turrets Inside Alien Structures===
 +
[[Image:Alien_turrets.png|200px|right]]
 +
This device is a security turret used by the aliens within their buildings. It fires a disruptor beam styled weapon. It may appear and work normally with the final version which was released for the UK region.
 +
<br clear="all">
  
*'''Structure Probe (CRAFT EQUIPMENT)'''
+
===Alien Building Capture===
Notes: This was intended to allow X-COM to probe the next building in the alien dimension, this could only be found on the dimension probe and gave it it's purpose. After successfully completing a building mission in the alien dimension X-COM had to fly a probe over the next building and scan it before returning to earth. This unlocked the research for the next building. Of course, in vanilla, this was automatically granted and the dimension probe remains as a useless vehicle in the research tree.
+
X-Com could acquire alien buildings which may have allowed the manufacture of UFOs.
  
*'''Vortex Analyser (CRAFT EQUIPMENT)'''
+
===Multiple Buildings===
Notes: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to "look"/"scan" for "vortexes" between the different alien dimensions within each alien dimension map. These were hidden in normal play and moved (like the dimension gates) over time. Once found, a vortex could be traversed using the "Dimension Shifter" to one of the other alien dimensions. Only when the "One way to win" research was completed did vortexes to the "final" alien dimension start to open. This allowed X-COM to "skip" some of the dimensions and truly destroy the alien threat if they were quick to research the "Real Alien Threat" and "One way to win" in quick succession.
+
Alien structures within any of the nine dimensions were to be redundant. Multiple building of the same purpose were to be built to safeguard losing any specific type or particular purpose.
  
*'''Zorium'''
+
===Deactivated Dimension Gates===
Notes: Sits right next to Elerium-115 in the market list, with double the value. Before the dimension gate disruptor dimension energy hooplah went in, the game probably followed the tradition of discovering an alien magic substance that powered their supreme alien magic tech. The numbers can be tweaked to "stock" it in the open market, but it's so inert that nothing happens.
+
Aliens could close dimension gates. This would deny inter-dimensional travel, could trap active X-Com craft in an alien dimension, halt re-inforcements, etc.
  
*'''X-COM could "capture" alien buildings in the debug version'''
+
===Grounded Access===
Notes: It was unclear if this was a bug as it allowed X-COM to manufacture the aliens UFOs for example (which also provided the Dimension Shifter) or if it was a test feature.
+
https://www.youtube.com/watch?v=Rde1g6CQUt4
 +
Each alien structure was isolated from the others and no 'people tubes' connections between buildings were present. X-Com craft would land on the ground to enable access to an alien structure. Once the craft was on the ground it was extremely vunerable to damage and destruction.<br>
  
*'''All Aliens and UFOs have their own "inventory" screens'''
+
==Research==
Notes: because multiplayer was intended for Apocalypse==== and X-COM could capture and use both aliens and UFOs as above.
 
  
==Technical staff skills==
+
===One Way To Win===
 +
[[Image:xcom3-onewaywin.png|200px|right]]
 +
UFOpaedia: NOT USED<br>
 +
In-game text: <none><br>
 +
This research topic was to have been 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">
  
Viewing game files reveals that Quantum Physicists, Biochemists and Engineers possess some skill in fields other than their own. Since they cannot be assigned to work outside their specialization, these skills are never used in-game.
+
==Game Styles==
*Quantum Physicists have 10-30 skill in Engineering and 10-50 in Biochemistry.
+
*'''Multiplayer'''<br>
*Biochemists have 10-50 skill in Quantum Physics.
+
[[File:CGSP_Apr97_Pg34_(Apocalypse).png|center]]
*Engineers have 10-30 skill in Quantum Physics.
+
Source: CGSP_1997_04_pg034.jpg<br>
 +
Multiplayer was to be a feature. All alien lifeforms and all UFOs had their own inventory/equip screen so that humans and aliens could fight in a randomly generated skirmish.
  
 +
==Concept Art - Aliens==
 +
Tim White, an artist who created some 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>
  
= Differences between versions =
+
==Sources==
 
+
===The Cutting Room Floor===
It appears that only certain versions of the game have what is described in the '''[[Apocalypse Technical Manual]]''' as a "'''[[Learning AI]]'''". Currently only the UK/EU Original CD-ROM and the 1.03 version of the North American / RotW release are known to employ this functionality. Digital Distributions such as Steam and GOG.com include the files but they do not appear to have an effect on the gameplay.
 
 
 
= Further Reading =
 
 
 
The OpenApoc Project maintains a thread dealing with cut functions of X-COM: Apocalypse on their forums here: http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/
 
 
 
Additionally, a detailed documentation of the cut "Spy/Interrogation/Diplomacy" features can be found here: http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278/
 
 
 
=Source content =
 
 
*https://tcrf.net/X-COM:_Apocalypse
 
*https://tcrf.net/X-COM:_Apocalypse
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/
+
===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
 
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html
[[Category: Apocalypse]]
 
 
=Combined 2=
 
== Mythos Games said about X-Com Apocalypse ==
 
Below is an excerpt from the official Mythos Games website, stating how the game could have turned out very different!!
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">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>
 
 
[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/ Found by StrategyCore],  [http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse Original text]
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">
 
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>
 
Found by [[FilmBoy84]],  [https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html Original text]
 
 
==X-Com Apocalypse Map Editor==
 
This is an editor that the developers used to create the Mega-Primus cityscape maps. It works well for basic functions (readme.txt) and can be used to edit or create a new cityscape.<br>
 
Use this editor, [[Utilities_(Apocalypse)|Apatcher]] to easily enable/disable the Cityscape Designer without using a hex editor.<br>
 
or<br>
 
Use a hex editor and edit UFO2P.EXE in the UFOEXE folder as on image (make backup), then create an empty txt file in the UFODATA folder and name it '''citydemo''' (not citydemo.txt - you must remove the extension) or use this:
 
✦ [[File:CITydemo.zip]]
 
 
<div><ul> <li style="display: inline-block;"> [[file:X-Com-Apocalypse-Map-editor.png|200px|thumb|Map editor interface]]</li>
 
<li style="display: inline-block;"> [[File:6wVwQIWN.png|150px|thumb|L.O.F]]</li>
 
<li style="display: inline-block;"> [[file:X-Com3-Mapeditor-hexedit-UFO2PEXE.png|150px|thumb|Hex editor]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-editor-grabbers.png|150px|thumb|Grabbers]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-editor-data-stuff.png|150px|thumb|Data stuff]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-editor-organizations.png|150px|thumb|Organizations]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-editor-building-data.png|150px|thumb|Building data]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-editor-city-block-data.png|150px|thumb|City block data]]</li>
 
</ul></div>
 
 
 
 
{{clear}}
 
 
== Cut mechanics and features ==
 
===Diplomacy interface===
 
Notes: Diplomacy interface that was presented by Skin36 to OpenApoc community
 
<div><ul> <li style="display: inline-block;"> [[File:Xcom3-diplomacy-early-interface-standings.png|200px]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-diplomacy-early-interface-change.png|200px]]</li>
 
<li style="display: inline-block;"> [[File:Xcom3-diplomacy-early-interface.png|200px]]</li>
 
</ul></div>
 
{{clear}}
 
 
===Building Auction interface===
 
Notes: Building Auction that was presented by Skin36 to OpenApoc community
 
<div><ul> <li style="display: inline-block;"> [[File:Apoc_Cut_feature_building_auction.jpg|200px]]</li>
 
<li style="display: inline-block;"> [[File:Apoc_Cut_feature_building_auction2.jpg|200px]]</li>
 
</ul></div>
 
{{clear}}
 
 
=== Cuted Leaders, VIPs, Spies mechanics===
 
*'''Each Organisation had a Organisation Leader/CEO:''' (Diablo and Cult of Sirius still have these sprites in the Vanilla Game Files, just disabled. In OpenApoc CoS has them enabled again and both the Cult Leader and other Leaders/VIPs can be seen on Temple raids) As Julian stated above, each organisation had their own leader or CEO that could be captured by X-COM in the battlescape. Typically, these would only be seen in the corporate HQs or Temples, but organisations could send them out on missions where their expert skills and premium weaponry could be utilised by the organisation. X-COM could capture them, or kill them, affecting their relations with the parent organisation accordingly.
 
 
*'''Each Organisation had regional leaders and VIPs:''' (Cult of Sirius still have these sprites in the Vanilla Game Files, just disabled. In OpenApoc CoS has them enabled again and both the Cult Leader and other Leaders/VIPs can be seen on Temple raids) See Above
 
 
*'''Each Organisation had dedicated spies:'''
 
All organisations could recruit individuals with a set of skills that allowed them to operate under cover more effectively. Spies could actively assume the identity of other units as specified by the player and be sent to the buildings of other organisations to obtain information, infiltrate and influence the command structure, steal, assassinate (via battlescape "stealth" missions). The success of a spy, in all instances, was dictated by their unit stats and the player would have to be very careful in recruiting and training spies for the exact purpose X-COM intended them to be used. Spies being found or otherwise discovered in a rival organisation would severely affect relations with X-COM. Spies could also be used and exchanged in diplomacy between organisations, though this was never implemented beyond a playable "table dialogue" as far as im aware.
 
 
===Cuted and planned agents skills and abilities===
 
 
*'''All agents had an "Interrogation" skill'''
 
This skill affected how easy it was to enter interrogation/diplomacy with captured units and organisations. Similarly to the Labs/Workshop pool, the player could assign units with higher skills to the "cells" facility where they would be used to gather information.
 
 
*'''All agents had a "Perception" skill'''
 
This affected how much information the agent could "see" in the battle-scape or compliment "interrogation" skills in other dialogues in the cityscape. The higher an agents perception the more likely they would find forensic artefacts in missions, discover other capturable equipment in missions (a boost to the recovered kit on successful mission) and also compliment other things such as accuracy and reaction skills.
 
 
*'''All agents had a"Forensics" Skill'''
 
[[File:Xcom3-investigate-alien-sctructure.png|200px|left]] This was essential to finding all the little clues that allowed X-COM to succeed in the "One Way to Win" story arc cut from vanilla. It was used in all battlescape missions creating a chance of finding clues and artefacts that would lead to the discovery of not just one, but multiple, alien dimensions and the method to close them all down or destroy them. It could also be used to find evidence of alien infiltration of organisations and infestation of buildings as well as gain evidence for extortion and interrogation via a series of "stealth" missions. It was absolutely critical for X-COM agents to have this skill when exploring alien buildings to find their intended purpose (also missions cut from vanilla - see screen from Beta2 below) as well as the means to bring those buildings down or disable them.
 
{{clear}}
 
 
*'''All agents had a "Sanity" Skill'''
 
This was separate to the existing psi-abilities and present on all agents. Sanity affected an agents willpower, their ability to resist interrogation by other organisations, their ability to remain safely undercover, as well as influencing how susceptible to psi-interference the agent was. Oddly, the worse an agents sanity, the harder it was for psi-abilities to affect them directly - though this was most likely a bug or points that a more detailed psi-sanity mechanism was planned but never fully realised.
 
 
*'''All agents had a "Driving" Skill'''
 
Vehicles were not autonomous in early Apocalypse, every agent had a driving skill that affected how fast the vehicle could be driven, how high a chance of a crash was en-route to a destination and a host of other things such as evading fire, how successful drive-by shootings would be, and so on. Every vehicle had a box to which an agent could be assigned as a "driver". The player would generally be best putting the agent with the higher driving skill there before setting off into the cityscape.
 
 
*'''All agents had a "Flying" Skill'''
 
Vehicles were not autonomous in early Apocalypse, every agent had a flying skill that affected how fast the vehicle could be flown, how high a chance of a crash was en-route to a destination and a host of other things such as evading fire, accuracy of the craft, ability to make special manoeuvres, drop agents stealthily into buildings, land in the battlescape (another cut feature), and so on. Every vehicle had a box to which an agent could be assigned as a "pilot". The player would generally be best putting the agent with the higher flying skill there before setting off into the cityscape.
 
 
*'''Agents could "Swim"'''
 
At one time Apocalypse had water, from "oceans" (as Julian Gollop put it) to small ponds, agents would have to be able to swim. How effective they were depended on other skills, but in the battlescape and stealth missions this ability was critical for traversing some obstacles. By pre-release, no oceans had appeared but some reviewers such as Al Giovetti in late 1996 (who had been granted a copy of debug) commented on the agent swimming ability:
 
 
*'''Agents could "Climb"'''
 
[[File:Xcom3-Agents Climbing.jpg|200px|left]] Even in the literature and screens for the vanilla release, several showed agents climbing in the battlescape. This feature was cut very late in development and was essential for Stealth missions and covert operations as well as making the standard missions easier
 
{{clear}}
 
 
<pre style="font-style: italic;padding:25px 25px 25px 55px;">"Apocalypse adds many new skills, including interrogation skill, perceptive ability, biochemistry, quantum physics, forensics, engineering, sanity, driving skill, and flying skill. Another problem with the original game was the inability to move other than walk, turn, stand and run. In the new game the Silicon Graphics Incorporated rendered agents will be able to swim, crawl, jump, climb, and run in addition to the other movements."</pre>
 
 
 
 
== Different cut mechanics ==
 
*'''X-COM could "capture" alien buildings in the debug version'''
 
Notes: It was unclear if this was a bug as it allowed X-COM to manufacture the aliens UFOs for example (which also provided the Dimension Shifter) or if it was a test feature.
 
 
*'''All Aliens and UFOs have their own "inventory" screens'''
 
Notes: because multiplayer was intended for Apocalypse and X-COM could capture and use both aliens and UFOs as above.
 
 
*'''Days without Dimension Gates:''' https://www.youtube.com/watch?v=Ih4EOVE2oB4
 
The dimension gates were not always present; the aliens could choose (often in response to X-COM aggression in their dimensions) to close the gates. This could leave X-COM craft stuck in the alien worlds, or in Mega Primus...
 
 
*'''Landing in the Alien Dimensions:''' https://www.youtube.com/watch?v=Rde1g6CQUt4
 
Craft would "land" next to Alien buildings to go on missions... There was no umbilical and the aliens could "grow" multiple copies of each building...
 
 
*'''Uncut Alien Life Cycle:''' https://www.youtube.com/watch?v=qfXlpgtZfMg
 
In early versions of Apocalypse the Alien Life Cycle was strictly enforced. UFOs dropped Eggs, Chrysallis and Brainsuckers into Mega-Primus and rarely other life forms (unless it was late game and organisations had come under alien control or the aliens had moved over to destruction and bombing missions). This allowed them to evolve undetected (unless X-COM searched) for many days as they spread throughout the city... It also forced X-COM agents to regularly check buildings to control the spread of Micronoid infestation.
 
 
Here, X-COM is near the end of a mission in which they have faced more than 30 brainsuckers and no other mobile lifeforms!
 
  
*'''High Tier Aliens and Terror Weapons could be dropped into the city:'''
+
=Map Editor=
[[File:Xcom3-High_Tier_Aliens_and_Terror_Weapons_could_be_dropped_into_the_city.png|thumb|200px|none|When the aliens stopped following the strict alien life cycle to begin terrorising and not just infiltrating the city, they could drop larger units such as Psymorphs and Megaspawn into the game]]
+
An easily accessible <u>cityscape</u> map editor hidden within the final version files. See [[Utilities_(Apocalypse)|Apatcher]].
{{clear}}
 
*'''Vehicles in Repair Bays''' showed up in Combat AND Could receive further damage or even be completely destroyed:(Image source Spectrum Holobyte Archive)
 
<div><ul> <li style="display: inline-block;"> [[File:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|none|200px|Annihilator]] </li>
 
<li style="display: inline-block;"> [[File:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|none|200px|Police car]] </li>
 
</ul></div>
 
{{clear}}
 
*'''To destroy alien buildings, you first had to land agents there and scout out the place for clues as to the buildings purpose:'''
 
[[File:Xcom3-investigate-alien-sctructure.png|thumb|200px|none|Later in the BETA game you also got access to a "Structure Probe" bit of craft equipment that could be fitted to the Dimension Probe and allowed you to scan buildings without risking agents. The information returned however was less accurate.]]
 
{{clear}}
 

Revision as of 07:51, 15 August 2022

ypse - 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.

and

  • 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 restrictions.

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.

Source:

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.

Source:

SGI:

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 contained all of the cut content and cut functionality in its current state at that time before it was removed. Additional options were unique cheats to aid in testing the game. A total of nine randomly generated alien dimensions were planned (three were complete) with an alternate ending if X-Com did not find all nine alien worlds.
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 discovered or conquered. (Good Ending)<br>
See below: '''One Way To Win'''
  • First Beta This X-Com Apocalypse version was unstable due to the removal/disabling of 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 crashed due to missing data, a broken research tree, and program critical errors. It was not possible to complete the game unless cheats or work-arounds were used. A working "Skirmish Mode" and a "Multiplayer(Peer-To-Peer) Mode" were present but was 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 was mostly complete except for intermittent crashes and missing graphics in certain areas. Remnants of the cut content and cut functionality were present within the gamefiles but all had 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 contains remnants of the "Skirmish Mode" with complete removal of "Multiplayer Mode", which did 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.

Cut, Deleted, Removed, Hidden

  • "UFOpeadia" text is sourced from 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 when using the cut content.
  • "Debug text: only appears if any previous versions had relevant text.

Name Change

Mega-Primus was originally called "MegaPrime"

Agent Equipemnt

Mind Shield

Cut Item MndShld (Apocalypse).png
Xcom3-mindshield.png

UFOpeadia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
In-game text: <none>
Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.

This device was intended, as text above, to complement 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 when it is active (denoted by a white outline) and held in the hand. The device has an unintented effect of permanently increasing the Psi-Defence attribute if the Mind Shield remains active when the mission is completed or that agent has escaped the battlescape.

ForceWeb

Cut Item ForceWeb (Apocalypse).png
Xcom3-forceweb.png

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.
In-game text: <none>

This weapon was to behave like weak version of the Stun Grapple but with a local area-effect stun. It was designed to capture multiple small units within a small 3x3 area or for use against a single large alien. Prior to removal, the stun grapple was unable to affect large lifeforms so this was the 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. The fire-weapon sound effect is the same as the Stun Grapple.

Dimension Destabilizer

Cut Item DimenDestab (Apocalypse).png
Xcom3-destabilizer.png

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.
In-game text: Destabilization

This weapon was to be an X-Com derived version of the alien's disruptor weapon technology with the same recharging function but able to fire rapidly. Intended to fit between the Disruptor Gun and the Devastator Cannon within the research tree. Energy Pod ammunition is relevant to this weapon somehow but having a recharging function may have been caused errors, prompting removal. The fire-weapon sound effect is the same as the Devastator Cannon.

Energy Pod

Cut Item EnrgPod (Apocalypse).png
Xcom3-energypod.png

UFOpaedia: <none>
In-game text: Disruptor Beam

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.

Dimension Force Field

Cut Item DimenFF (Apocalypse).png
Xcom3-forcefield.png

UFOpaedia: <none>
In-game text: Incendiary

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. Sound is unknown.

Tracker Gun

Cut Item TrackGun (Apocalypse).png
Xcom3-trackergun.png

UFOpaedia: NOT USED
In-game text: Tracker Dart

This weapon was used to tag units (typically VIPs) on the battlescape to allow them to be tracked across MegaPrime 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. It used a fire-weapon sound unique to this weapon (TRAKGUN.RAW).

Tracker Gun Clip

Cut Item TrackGunAmmo (Apocalypse).png
Xcom3-trackmag.png

UFOpaedia: NOT USED
In-game text: Tracker Dart
This ammunition object is used by the Tracker Gun. It used an ammunition-impact sound unique to this projectile (TRAKHIT.RAW).

Multi-Tracker

Cut Item MultiTrack (Apocalypse).png
Xcom3-multitracker.png

UFOpaedia: NOT USED
In-game text: <none>

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.

Alien Detector

Cut Item AlnDet (Apocalypse).png
Xcom3-detector.png

UFOpaedia: <none>
In-game text: <none>

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.

Psi-Grenade

Cut Item PsiGren (Apocalypse).png
Psibomb.png

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.
In-game text: Psi-Blast

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. Does not use any sound effects.

Facilities

Security Turrets

Security turrets were used within some X-Com facilities. Turrets were used to suppress any uprisings and to thwart any attempt of rescue of prisoners or live aliens during a base defence mission. Alien Containment in the final version still has the turrets pictured within the UFOpaedia entry but these do not appear if the facilty is built. Other facilites which were cut also had some security functionality. Security Stations are the only facilities in the final version which use turrets.

Advanced Alien Containment

Cut Facil AlnCont (Apocalypse).png
Xcom3-bigaliencont.png

UFOpaedia: NOT USED IN GAME ANYMORE!
In-game text: <none>

An X-Com facility which was an advanced version of the normally available Alien Containment. It was designed to hold the large lifeforms (Psimorph, Megaspawn, Overspawn and Queenspawn) and had its capacity tripled. An extra function of this facility was to allow X-Com agents to interrogate the aliens to extract information. Advanced security turrets were present.

Cells

Cut Facil Cells (Apocalypse).png
Xcom3-cells.png

UFOpaedia: NOT USED
In-game text: <none>

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. Security turrets were present.

Advanced Cells

NO IMAGES REMAIN of this cut item.
UFOpaedia: <none>
In-game text: <none>
An X-Com facility intended as a prison which had further functionality to that of the smaller Cells. The Advanced Cells added torture as an additional interrogation technique. This was cut early due to corrupted graphics, error-prone turrets, program crashes etc. Advanced security turrets were present.

Repair Bay Vehicles

Annihilator
Police car

Base defence missions which contained a Vehicle Repair Bay would have a vehicle appear inside the facility. The vehicle was vunerable to damage and could be destroyed. The cut feature was removal of an vehicle appearing but the facility remained in the final version and still has a vehicle pictured.

Units

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"
  • Every organisation had a Leader which usually resided within their Corporate Headquarters or Temple but was able to travel around MegaPrime to conduct 'business' such as extortion, coercion, sabotage, 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, influence their command structure, steal technology, assassinate etc.


Politicians And Very Important People

"Vipttl.pcx" Ufopeadia Title Page - VIPs

UFOpaedia: !!!!Blank - Unused (WAS VIP TITLE PAGE)
In-game text: <none>
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.

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.

Gang Leaders

S-title.png
Cult Of Sirius Leader
Diablo Gang Leader

UFOpaedia: <none>
In-game text: <none>
Debug text: Squad Leader, Gang Leader, Cult Leader, Gangster, Psiclone Gang.

These unit types were used in the game as similair to Politicians and VIPs. All unique characters were removed except the two pictured.

Android Civilians

Android civilian.png

UFOpaedia: <none>
In-game text: <none>

These unit types were used to complement MegaPrime's varied population. Cut early however 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.

Agent Abilities And Skills

  • Interrogation

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↔100 skill of technical personel.

  • Perception

An agent's skill which complemented 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.

  • Forensics
Xcom3-investigate-alien-sctructure.png

An agent's skill which complemented the Perception skill when looking for obscure information within a battlescape such as evidence of alien infestation within buildings, humans infected with Mriconoids, clues to other alien dimensions, etc. It would 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 any weakness of alien-owned building targeted for future destruction.

  • Sanity

An agent's skill which was comparable to Psi-Defence against psionic attacks. The sanity of an agent determined their willpower to resist interrogation by others, to remain undetected when 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.

  • Climb
Climbing

An agent's ability to traverse difficult areas by using a unconventional approach useful for stealth and covert operations.

  • Driving

An agent's ability which determined the maximum speed they could drive safely, evade hostile fire, weave through traffic, etc. An agent could be placed within the vehicle as a designated driver but this was removed in favour of autonomous robotic drivers.

  • Flying

An agent's ability to safely pilot a flying vehicle at maximum speed, effectively evade fire, accurately fire craft weapons, etc.

  • Swimming

An agent's ability to traverse bodies of water at speed and efficiency.

  • Technical Skill

Biochemists, Quantum Physicists and Engineers each have an aptitude for their relevant profession. Each type possessed skills for another profession, but at a lower competancy. This may have allowed a mix of professionals to assist others.

Bio-Chemists have 10↔50 skill in Quantum Physics.
Quantum Physicists have 10↔50 in Biochemistry and also 10↔30 skill in Engineering.
Engineers have 10↔-30 skill in Quantum Physics.

Organisations And Relations

Diplomacy

Diplomatic posturing between organisations cut early.

Real Estate

Buying and selling of buildings by auction. Cut very early in develppment.

Cityscape And Battlescape

People Tubes

People Tubes corrupted battlescape
Xcom3-peopletubes.png

UFOpaedia: NOT USED!
In-game text: <none>

A ufopeadia entry which implied something about People Tubes. Not available as a normal battlescape destination. If enabled via an editor: all graphics are coloured with an incorrect palette (odd colours), some features are broken (ramps may not work), some line-of-sight (LOS) errors and delays are possible, exit-tiles may not work, etc. Uses shopping mall features and geometry.

Wall

City Walls

UFOpaedia: <none>
In-game text: <none>
A ufopeadia entry which implied something about City Walls.

Car Park

UFOpaedia: <none>
In-game text: <none>
A battlescape which was removed and replaced with a Shopping Mall map.

Hotel

UFOpaedia: <none>
In-game text: <none>
A battlescape which was removed and replaced with a Luxury Apartments map.

Atmosphere Processor

UFOpaedia: <none>
In-game text: <none>
A battlescape which was removed and replaced with a Hydro Farm map.

Ruins

UFOpaedia: <none>
In-game text: <none>
A battlescape which was removed and replaced with a Slums map.

Spaceship

UFOpaedia: <none>
In-game text: <none>
A battlescape which was removed and replaced with a Space Port map.

Outdoor Parks

UFOpaedia: <none>
In-game text: <none>
A battlescape which was removed and replaced with a Procreation Park map.

Vehicles And Items

Structure Probe

UFOpaedia: <none>
In-game text: <none>

This device was the 'point' on the front of the Dimension Probe which had the purpose of 'probing' an alien building to discover any possible entry points and to get basic understanding of the structure's purpose. A squad of forensic specialists and supporting agents (see above: Agent Abilities And Skills) were then able to land and explore the structure for evidence of advanced technology, its use, hidden accesses, and to find structural weaknesses to enable future destruction. As a cut device, the Dimension Probe vehicle no longer has any use however, it still can be built and used in the final version.

Vortex Analyser

UFOpaedia: <none>
In-game text: <none>

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 (see next) 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 and others could be bypassed.

Dimension Shifter

Dimension Shifter: Equip & Battlescape
Xcom3-dimshifter.png

UFOpaedia: NOT USED!
In-game text: <none>
This device allowed an airbourne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate by using previously indentified but obscure 'Vortex'. Some UFO crash recovery battlescapes in the final version still contain this Dimension Shifter device within the craft but it is not recovered when mission completes.

Zorium

UFOpaedia: <none>
In-game text: <none>
An exotic-energy item or a vehicle fuel used for an unknown purpose. The X-COM series of games each introduced a new and rare exotic fuel used by the aliens (X-Com1 = Elerium, X-Com2 = Zrbite). It has been suspected that Zorium was to have been the exotic item specific to X-Com Apocalypse.

Overspawn - Live

Xcom3-overspawnalt.png

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.
In-game text: <none>

This lifeform is a large alien, bipedal vehicle within the final version. Is it not possible to capture one alive but it can be killed. The "Autopsy" is available, whereas the "alive" lifeform research is not.

Alien Dimension

Security Turrets Inside Alien Structures

Alien turrets.png

This device is a security turret used by the aliens within their buildings. It fires a disruptor beam styled weapon. It may appear and work normally with the final version which was released for the UK region.

Alien Building Capture

X-Com could acquire alien buildings which may have allowed the manufacture of UFOs.

Multiple Buildings

Alien structures within any of the nine dimensions were to be redundant. Multiple building of the same purpose were to be built to safeguard losing any specific type or particular purpose.

Deactivated Dimension Gates

Aliens could close dimension gates. This would deny inter-dimensional travel, could trap active X-Com craft in an alien dimension, halt re-inforcements, etc.

Grounded Access

https://www.youtube.com/watch?v=Rde1g6CQUt4 Each alien structure was isolated from the others and no 'people tubes' connections between buildings were present. X-Com craft would land on the ground to enable access to an alien structure. Once the craft was on the ground it was extremely vunerable to damage and destruction.

Research

One Way To Win

Xcom3-onewaywin.png

UFOpaedia: NOT USED
In-game text: <none>
This research topic was to have been the very last discovery when nine dimensions were planned. Knowledge of this building allowed proper completion of the game. See above: Pre-Release Versions

Game Styles

  • Multiplayer
CGSP Apr97 Pg34 (Apocalypse).png

Source: CGSP_1997_04_pg034.jpg
Multiplayer was to be a feature. All alien lifeforms and all UFOs had their own inventory/equip screen so that humans and aliens could fight in a randomly generated skirmish.

Concept Art - Aliens

Tim White, an artist who created some conceptual illustrations of aliens for X-Com Apocalypse.

Sources

The Cutting Room Floor

StrategyCore

OpenApoc

Old Websites

Map Editor

An easily accessible cityscape map editor hidden within the final version files. See Apatcher.