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

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=Work In Progress=
 
 
THIS PAGE is the combined total of three ''almost'' idendical pages.
 
 
 
 
 
{{tocright}}
 
{{tocright}}
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=X-Com Apocalypse - History=
 +
A collection of features cut from the final release:
 +
* Hidden features which can be easily found in the game folders.
 +
* Removed items with some remnants of their intended purpose found by exploring the game code.
 +
* Pre-release beta versions containing some working features but were cut to meet a production deadline.
 +
* Features mentioned throughout the production timeline but were removed.<br>
 +
and<br>
 +
* Supporting information relevant to the official release.
  
== Mythos Games said about X-Com Apocalypse ==
+
==Introduction==
Below is an excerpt from the official Mythos Games website, stating how the game could have turned out very different!!
+
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.
  
<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  
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<pre>
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.
+
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>
  
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.
+
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
  
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>
+
<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 27: Line 29:
 
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>
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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: ==
 
  
===Accidentally left in game, you can find it or add by editing===
+
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
  
====Mind Shield====
+
==Pre-Release Versions==
[[File:xcom3-mindshield.png|200px|left]]UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
+
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).
 +
</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 on compact disc. A United Kingdom (UK) red version and a United States (US) blue version with both using DOS-version files:<br>
 +
'''DOS''' versions use UFO2P4.exe and TACP4.exe. These are the original final-version files. Common on CDs.<br>
 +
'''Windows''' uses UFO2P.exe and TACP.exe  These are the enhanced final-version files made specifically for the WIndow95 operating system. Digital distributions use the Windows files versions. [[Known_Bugs_(Apocalypse)#Executables:_Old_Or_New|Some may not]].
 +
There are minimal differences between the two with the most obvious being the different title screens:
 +
<br clear="all">
 +
[[Image:Title_Red_(Apocalypse).png|left]]
 +
[[Image:Title_Blue_ApocalypseV2.png|right]]
 +
<br clear="all">
  
Text lines: Psionically protect unit, Lend Psionic strength, Psi-drain, Psi-lend, Psi-unpanic, Psi-unstun
+
=Cut, Deleted, Removed, Hidden=
 +
* "UFOpaedia" 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.
  
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.
+
===Name Change===
{{clear}}
+
XCOM Apocalypse was originally called '''X-Com III : The Apocalypse'''.<br>
 +
Mega-Primus was named "MegaPrime".<br>
 +
A Megaspawn was originally called a "Megatron".<br>
 +
Heavy Launcher High Explosive Rocket was called a "Heavy Launcher Blaster MIssile"<br>
 +
Android units were known as "Cyborgs"<br>
 +
Valkyrie Interceptor name change from "Starfire"<br>
 +
Stormdog name change from "Road Warrior"<br>
  
====Energy Pod====
+
===Artificial Intelligence===
[[file:xcom3-energypod.png|200px|left]]UFOpaedia: N/A
+
The game was supposed to learn how the player performs and to dynamically develop tactics to oppose the player's style. Does not work as claimed, very fragile, and essentially broken. Further extensive information available [[Learning_AI|here]].
  
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.
+
==Agent Equipemnt==
Note 2: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere
 
{{clear}}
 
  
====Advanced Alien Containment====
+
===Mind Shield===
[[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_MndShld_(Apocalypse).png|left]]
 +
[[Image:xcom3-mindshield.png|200px|right]]
 +
UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.<br>
 +
Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.<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 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.
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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===ForceWeb===
[[file:xcom3-cells.png|200px|left]]UFOpaedia: NOT USED!
+
[[Image:Cut_Item_ForceWeb_(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-forceweb.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 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>
{{clear}}
 
  
====People Tubes====
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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.
Cut content due to graphics corruption.
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<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.
 
  
 +
===Dimension Destabilizer===
 +
[[Image:Cut_Item_DimenDestab_(Apocalypse).png|left]]
 +
[[Image:xcom3-destabilizer.png|200px|right]]
 +
UFOpaedia: An X-COM developed Disruptor Beam weapon based on Alien technology. It is a faster firing and more effective weapon than the Devastator Cannon.<br>
 +
In-game text: Destabilization. A device based on disruption field research which could be used disable Alien disruption shields.<br>
  
==Not in the game but in texts,sprites and UFOpedia images (some can be edited)==
+
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.
 +
<br clear="all">
  
====Forceweb====
+
====Energy Pod====
[[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_EnrgPod_(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-energypod.png|200px|right]]
{{clear}}
+
In-game text: Disruptor Beam<br>
  
====Alien Detector====
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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]].
[[file:xcom3-detector.png|200px|left]] UFOpaedia: N/A
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<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====  
+
===Dimension Force Field===
[[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_DimenFF_(Apocalypse).png|left]]
 +
[[Image:xcom3-forcefield.png|200px|right]]
 +
In-game text: Incendiary<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 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.
{{clear}}
+
<br clear="all">
  
====Dimension Force Field====
+
===Tracker Gun===
[[file:xcom3-forcefield.png|200px|left]] UFOpaedia: N/A
+
[[Image:Cut_Item_TrackGun_(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-trackergun.png|200px|right]]
{{clear}}
+
UFOpaedia: NOT USED<br>
 +
In-game text: Tracker Dart<br>
  
====Tracker Gun, Tracker Gun Clip & Multi-Tracker====
+
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.
UFOpaedia: NOT USED!
+
<br clear="all">
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).
 
<div><ul> <li style="display: inline-block;"> [[file:xcom3-trackergun.png|200px]] </li>
 
<li style="display: inline-block;"> [[file:xcom3-multitracker.png|200px]]</li>
 
<li style="display: inline-block;"> [[file:xcom3-trackmag.png|200px]]  </li>
 
  
</ul></div>
+
====Tracker Gun Clip====
 +
[[Image:Cut_Item_TrackGunAmmo_(Apocalypse).png|left]]
 +
[[Image:xcom3-trackmag.png|200px|right]]
 +
UFOpaedia: NOT USED<br>
 +
In-game text: Tracker Dart<br>
 +
This ammunition object is used by the Tracker Gun. It used an ammunition-impact sound unique to this projectile: TRAKHIT.RAW.
 +
<br clear="all">
  
{{clear}}
+
===Multi-Tracker===
 +
[[Image:Cut_Item_MultiTrack_(Apocalypse).png|left]]
 +
[[Image:xcom3-multitracker.png|200px|right]]
 +
UFOpaedia: NOT USED<br>
  
====Psi-Grenade, Psionic Blast====
+
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.
[[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.
+
<br clear="all">
  
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.
+
===Alien Detector===
{{clear}}
+
[[Image:Cut_Item_AlnDet_(Apocalypse).png|left]]
 
+
[[Image:xcom3-detector.png|200px|right]]
====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====
 
[[file:Alien_turrets.png|200px|left]]UFOpaedia: NOT USED!
 
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===
 
[[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===
 
[[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.
 
<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).
 
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>
 
{{clear}}
 
 
 
== 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==
+
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 used a mini-map screen similiar to the in-game Motion Scanner but is more accurate and used coloured dots. The detector does not work when made available if using the official Apocalypse release.
 +
<br clear="all">
  
===Mind Shield===
+
===Psi-Grenade===
[[File:xcom3-mindshield.png|200px|left]]UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
+
[[Image:Cut_Item_PsiGren_(Apocalypse).png|left]]
 +
[[Image:psibomb.png|200px|right]]
 +
UFOpaedia: A device which causes a Psionic disruption blast. Any target with high Psionic capability is particularly vulnerable to Psi-grenades. The blast will drain Psi-energy and possibly render the target unconscious.<br>
 +
In-game text: Psi-Blast<br>
  
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.
+
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.
{{clear}}
+
<br clear="all">
  
===Energy Pod===
+
==Facilities==
[[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.
+
===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.
  
 
===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: To secure and research large or dangerous Alien life forms<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}}
 
 
 
==Not in the game but in texts,sprites and UFOpedia images (some can be edited)==
 
 
 
 
 
===Forceweb===
 
[[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.
 
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.
 
{{clear}}
 
 
 
===Alien Detector===
 
[[file:xcom3-detector.png|200px|left]] UFOpaedia: N/A
 
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===
 
[[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.
 
 
 
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.
 
{{clear}}
 
 
 
===Dimension Force Field===
 
[[file:xcom3-forcefield.png|200px|left]] UFOpaedia: N/A
 
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===
 
[[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.
 
 
 
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.
 
{{clear}}
 
 
 
===Dimension Shifter (CRAFT EQUIPMENT)===
 
[[file:xcom3-dimshifter.png|200px|left]]UFOpaedia: NOT USED!
 
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===
 
[[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===
 
[[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
 
{{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}}
 
 
 
===Overspawn===
 
[[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===
 
[[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.
 
{{clear}}
 
 
 
===Android civilians===
 
[[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.
 
{{clear}}
 
 
 
===Unused Aliens===
 
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:Acousticcreaturesmall.jpg|left]] Acoustic Creature<br>
 
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.
 
{{clear}}
 
[[File:Alienwolf.jpg|left|100px]]Alien Wolf<br>
 
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 =
 
 
 
==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}}
 
 
 
 
 
==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'''
+
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.  
[[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.
+
<br clear="all">
{{clear}}
 
  
*'''All agents had a "Sanity" Skill'''
+
===Advanced Cells===
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.
+
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">
  
*'''All agents had a "Driving" Skill'''
+
===Repair Bay Vehicles===
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.
+
Debug text: Weapons Malfunctioning<br>
 +
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|left|200px|Annihilator]]
 +
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|right|200px|Police car]]
 +
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 the vehicle appearing on a base defence mission. The facility remains in the final version and only has a vehicle shown in the UFOpedia entry.<br>
 +
The debug text implied that craft weapons could be damaged.
 +
<br clear="all">
  
*'''All agents had a "Flying" Skill'''
+
===Manufacturing===
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.
+
In-game text: Not enough parts. You do not have enough parts to make this item.<br>
  
*'''Agents could "Swim"'''
+
Engineering was to use raw materials for construction of certain items.
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"'''
+
==Units==
[[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
+
<pre>
{{clear}}
+
Each corporation had a leader who could be tailed, arrested, interrogated or assassinated.  X-COM agents could spy on other organisations to gain valuable information. "Mythos Games"
 +
</pre>
 +
* Every [[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">
  
<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>
+
===Politicians And ''Very Important People''===
 +
[[Image:Vipttl.png|left|200px|"Vipttl.pcx" UFOpaedia Title Page - VIPs]]
 +
UFOpaedia: <nowiki>!!!!Blank - Unused (WAS VIP TITLE PAGE)</nowiki><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. Tailing. Spying. Spy on Organization.<br>
  
==Text remnants in files==
+
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.
  
*'''Structure Probe (CRAFT EQUIPMENT)'''
+
====Intelligence Reports====
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.
+
Debug text: Unclassified Rank. Apprentice. Worker. Admin. Security. Management. Director. President. Wage. Residence. Hang out. Work Place. Owned Buildings.<br>
  
*'''Vortex Analyser (CRAFT EQUIPMENT)'''
+
Persons of interest would each have a dossier.  
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.
+
<br clear="all">
  
*'''Zorium'''
+
===Gang Leaders===
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.
+
[[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]]
 +
Debug text: Squad Leader, Gang Leader, Cult Leader, Gangster, Psiclone Gang.<br>
  
*'''X-COM could "capture" alien buildings in the debug version'''
+
These unit types were used in the game as similair to Politicians and VIPs. All unique characters were removed from the gamefiles except the two pictured (shown right). These two will not appear in normal gameplay.
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.
+
<br clear="all">
  
*'''All Aliens and UFOs have their own "inventory" screens'''
+
===Android Civilians===
Notes: because multiplayer was intended for Apocalypse==== and X-COM could capture and use both aliens and UFOs as above.
+
[[Image:Android_civilian.png|left]]
  
==Technical staff skills==
+
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 defence forces. Their portrait picture may show an Android image but everyone (by attributes) is classed as human. No hybrid portraits are present anywhere unless hired by X-Com.
 +
<br clear="all">
  
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.
+
===Salary And Work===
*Quantum Physicists have 10-30 skill in Engineering and 10-50 in Biochemistry.
+
Debug text: Adjust Wage, No advice at this time. You have to reduce wages to become profitable. You should take on more staff if you wish to be productive. Increase wages to attract more staff. Cut wages to improve your profit margin. Current workforce:  Current wage:  Maximum workforce:  Mean wage in city:  Income per capita: General recruitment Current staff level: Income per capita: Mean wage in building: Mean wage in city: Number of applicants: Cost per applicant: Cost to recruit all applicants: Fixed costs at building: Weekly revenue generated<br>
*Biochemists have 10-50 skill in Quantum Physics.
 
*Engineers have 10-30 skill in Quantum Physics.
 
  
 +
Renumeration was to be a feature.
  
= Differences between versions =
+
====Quitting====
 +
Debug text: Staff resign at. Resignations at.<br>
  
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.
+
This is tied to wages. If hired personel were not paid adequately, then they would seek employment elsewhere.
  
= Further Reading =
+
==Agent Abilities And Skills==
 +
There was testing and evaluation of potential recruits: These are some of the remarks about attributes:
 +
<pre>
 +
The applicants were given a variety of agility and speed tests; the combined result is shown. Stamina was tested with an 'until you drop' style assault course. Reaction times were carefully tested, using both electronic and traditional methods. A selection of exercises were monitored to obtain the strength rating of the applicants. This is an initial estimate of the applicants' psychic abilities. The applicants were tested with a selection of traditional firearms to see how they would fare in a basic sniper situation. The applicants were tested using advanced simulator technologies; a combined result is shown for on road/off road/flying vehicles. Perception is the ability to spot small, but occasionally vital, details that others may miss; it was tested using an extensive observation test. Biochemistry - the ability to perform research furthering understanding of the chemistry of living organisms.  The values shown below were obtained from the governing body for Biochemistry. Quantum Physics - the ability to perform research leading to a greater understanding of the area of physics exploited by Alien technologies. The values shown below were obtained from the governing body for physics. Engineering skills - repairing cars/flying vehicles, vehicle maintenance, as well as the production of weapons or devices.
 +
</pre>
 +
and the following (repetative text removed for clarity):
 +
<pre>
 +
When the agility button is set the bar graphs show the relative agility of the listed agents. ...stamina...reaction...strength...Psionic ability...accuracy...ranged weapons.... When the piloting button is set the bar graphs show the relative driving/flying skills of the listed agents. ...perception levels of the listed scientists...Biochemistry competency level of the listed scientists...Quantum mechanics competency levels of the listed scientists...engineering skill level of the listed scientists.
 +
</pre>
  
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/
+
It was possible to sort all units by certain attributes by simply clicking on relevant bargraph sections.
  
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/
+
* '''Observation'''''
 +
Debug text: Select the agents you want to put on observation duty.<br>
 +
Agents could use do simple things such as observation of aliens within the containment facility.
 +
* '''Interrogation'''<br>
 +
An agent's skill in persuading imprisoned units to divulge information and to influence an organisation diplomatically. Agents were assigned to the "Cells" facility and had a graded ability similiar to the 60&harr;100 skill of technical personel.<br>
 +
* '''Perception'''<br>
 +
An agent's skill which 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>
 +
* '''Sabotage'''<br>
 +
Debug text: There has been an explosion. The following people have been reported dead. Espionage by Agent. Do you wish to continue espionage?<br>
 +
Agents who were proficent in ''Forensics'' could use their skills for other tasks such as sabotage or subterfuge.
 +
* '''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>
  
=Source content =
+
==Organisations And Relations==
*https://tcrf.net/X-COM:_Apocalypse
+
===Infiltration Investigation===
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/
+
Debug text: Alien corpse found.<br>
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html
 
[[Category: Apocalypse]]
 
  
=Combined 2=
+
The searching of any possible infiltration influence was to be a mission in itself instead of the finals version's cut down search method: "Alien instantly found = start mission, not found = make organisation slightly hostile".
== 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.
+
===Diplomacy===
 +
Debug text: Enter defensive diplomatic negotiations with. Aggressive diplomatic negotiations with. Allied/friendly/neutral/unfriendly/hostile with. Formerly allied/friendly/neutral/unfriendly/hostile with. An alliance with X-COM has been requested.<br>
  
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.
+
Diplomatic posturing between organisations and histroy of relationships cut early.
 +
<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>
  
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>
+
===Real Estate===
 +
Debug text: Not enough money to buy this building. Planning permission refused for this building. The owner does not wish to sell this building. Would you like to take part in this auction? Building up for auction. Auctioned by. Bidding begins at. Going... Last chance to bid... Gone!! Sold to. No buyers found for this building.<br>
  
[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]
+
Buying and selling of buildings by auction. Cut very early in develppment.
 +
<gallery>
 +
Image:Apoc_Cut_feature_building_auction.jpg|Building Selection
 +
Image:Apoc_Cut_feature_building_auction2.jpg|Confirm Actions
 +
</gallery>
  
<pre style="font-style: italic;padding:25px 25px 25px 55px;">
+
==UFOpaedia==
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==
+
===Temple Of Sirius===
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>
+
A UFOpaedia entry which was the old "Temple Of Sirius" building picture: '''24sensod.pcx'''. It has been replaced with '''33sirius.pcx'''.
Use this editor, [[Utilities_(Apocalypse)|Apatcher]] to easily enable/disable the Cityscape Designer without using a hex editor.<br>
+
<br clear="all">
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>
+
===City Walls===
<li style="display: inline-block;"> [[File:6wVwQIWN.png|150px|thumb|L.O.F]]</li>
+
[[File:29WALL.png|200px|frame|right|City Walls]]
<li style="display: inline-block;"> [[file:X-Com3-Mapeditor-hexedit-UFO2PEXE.png|150px|thumb|Hex editor]]</li>
+
A blank UFOpaedia entry which only shows the City Walls.
<li style="display: inline-block;"> [[File:Xcom3-editor-grabbers.png|150px|thumb|Grabbers]]</li>
+
<br clear="all">
<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>
 
  
 +
==Cityscape==
  
 +
===Building Names===
 +
Names which are not used for any buildings:
 +
<table {{StdDescTable}}>
 +
<tr><td>Raven Reaches</td><td>Mahler Building</td><td>The Gugarin Institute</td><td>Lincoln Tower </td><td>The Armageddon Centre</td><td>Cyborg Institute</td><td>Descartes Towers</td><td>Stellar Apartments</td><td>Lone Ranger Apartments</td><td>Cyclops Mansions</td><td>Durruti Block</td><td>Blue Doctor Project</td><td>Enlightenment Towers</td><td>Renaissance Block</td><td>Slum City</td></tr>
 +
</table>
  
{{clear}}
+
Every building name which is numbered, each has three names. <building name ONE>, <building name TWO>, <building name THREE> with the only exception being Warehouse names, which go up to <Warehouse TWELVE>.
  
== Cut mechanics and features ==
+
===Undeployed ground vehicles===
===Diplomacy interface===
+
Organizations, other than X-Com and Alien, were able to buy road based military vehicles. Remnants remain within a few organsation's vehicle availability allocation (their ''vehicle pool'') when starting a new game. This is never known to X-Com normally since these companies will never use them.<br>
Notes: Diplomacy interface that was presented by Skin36 to OpenApoc community
+
If the building's home cell is destroyed, the road vehicles contained within are destroyed also and will not be replaced.
<div><ul> <li style="display: inline-block;"> [[File:Xcom3-diplomacy-early-interface-standings.png|200px]]</li>
+
* Gangs have Stormdogs.
<li style="display: inline-block;"> [[File:Xcom3-diplomacy-early-interface-change.png|200px]]</li>
+
* Megapol have Stormdogs and a single Griffon AFV.<br>
<li style="display: inline-block;"> [[File:Xcom3-diplomacy-early-interface.png|200px]]</li>
 
</ul></div>
 
{{clear}}
 
  
===Building Auction interface===
+
===Illegal Road Vehicles===
Notes: Building Auction that was presented by Skin36 to OpenApoc community
+
Debug text: An illegal road vehicle has been detected.<br>
<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===
+
Road vehicles were removed but flyers were retained in the final version.  
*'''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
+
===Combat Tactics===
 +
Debug text: Response range (radius). Preservation level.<br>
  
*'''Each Organisation had dedicated spies:'''
+
Vehicles had more automony and could launch automatically. Police Hovercars retain this feature.
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===
+
==Battlescape==
  
*'''All agents had an "Interrogation" skill'''
+
===People Tubes===
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.
+
[[Image:Cut_Lvl_PplTube_(Apocalypse).png|frame|right|People Tubes corrupted palette]]
 +
The tube pieces within the game normally are only used (only) by X-Com to move personel throughout the city. The cut content was the removal of the tubes as a possible battlescape area (which was [[Known_Bugs_(Apocalypse)#Misconceptions|owned by Transtellar]]). The map files of people tubes is playable via editing but crashes often and has a corrupted colour palette. It uses [[Shopping_Mall_(Apocalypse)|shopping mall]] features and geometry.<br>
 +
<br clear="all">
 +
Transtellar was supposed to be the owner of all people tubes. Any people tube structure inside any property outline is owned by the landholder.  
 +
<br clear="all">
  
*'''All agents had a "Perception" skill'''  
+
===Car Park===
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.
+
A battlescape which was removed and replaced with a Shopping Mall map.<br>
 +
UFOPAEDI folder contains '''04carprk.pcx'''.
 +
<br clear="all">
  
*'''All agents had a"Forensics" Skill'''
+
===Hotel===
[[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.
+
A battlescape which was removed and replaced with a [[Luxury_Apartments_(Apocalypse)|Luxury Apartments]] map.
{{clear}}
+
<br clear="all">
  
*'''All agents had a "Sanity" Skill'''  
+
===Atmosphere Processor===
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.
+
A battlescape which was removed and replaced with a [[Hydro-Farm_(Apocalypse)|Hydro Farm]] map.<br>
 +
UFOPAEDI folder contains '''04atmos.pcx''' which is identical to '''17police.pcx'''.
 +
<br clear="all">
  
*'''All agents had a "Driving" Skill'''
+
===Ruins===
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.
+
A battlescape which was removed and replaced with a [[Slums_(Apocalypse)|Slums]] map.
 +
<br clear="all">
  
*'''All agents had a "Flying" Skill'''
+
===Spaceship===
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.
+
A battlescape which was removed and replaced with a [[Space_Port_(Apocalypse)|Space Port]] map.
 +
<br clear="all">
  
*'''Agents could "Swim"'''
+
===Outdoor Parks===
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:
+
A battlescape which was removed and replaced with a [[Procreation_Park_(Apocalypse)|Procreation Park]] map.
 +
<br clear="all">
  
*'''Agents could "Climb"'''  
+
==Unused Battlescape Segments==
[[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
+
'''Police Station''' is three levels in height. There are other segments (viewable with [[Utilities_(Apocalypse)|XME]]) which are six levels high. These map sections are not used: 02sec08, 02sec11, 02sec12, 02sec14, 02sec15.<br>
{{clear}}
+
'''Appartments''' does not use 14sec08<br>
 +
'''Luxury Apartments''' does not use 15sec13, 15sec14.
  
<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>
+
==Vehicles And Items==
  
 +
===Structure Probe===
 +
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. It can be built and used in the final version as a disposable 'first contact' vehicle when first entering the [[Alien_Dimension_(Apocalypse)|Alien Dimension]].
  
 +
===Vortex Analyser===
 +
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.
 +
<br clear="all">
  
== Different cut mechanics ==
+
===Dimension Shifter===
*'''X-COM could "capture" alien buildings in the debug version'''
+
[[File:Cut_Veh_Dmnx2_Shft_(Apocalyspe).png|frame|left|Dimension Shifter: Equip & Battlescape]]
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.
+
[[Image:xcom3-dimshifter.png|200px|right]]
 +
UFOpaedia: NOT USED!<br>
 +
In-game text: Transports a vehicle between dimensions.<br>
 +
This device allowed an airborne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate by using previously identified but obscure 'Vortex'. Some [[Alien_Craft_(Apocalypse)|UFO]] crash recovery battlescapes in the final version still contain this Dimension Shifter device within their craft but it is not recovered when mission completes.
 +
<br clear="all">
  
*'''All Aliens and UFOs have their own "inventory" screens'''  
+
===Zorium===
Notes: because multiplayer was intended for Apocalypse and X-COM could capture and use both aliens and UFOs as above.
+
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">
  
*'''Days without Dimension Gates:''' https://www.youtube.com/watch?v=Ih4EOVE2oB4
+
===Overspawn - Live===
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...
+
[[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: A gigantic monster that has ravaged the city.<br>
  
*'''Landing in the Alien Dimensions:''' https://www.youtube.com/watch?v=Rde1g6CQUt4
+
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.
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...
+
<br clear="all">
  
*'''Uncut Alien Life Cycle:''' https://www.youtube.com/watch?v=qfXlpgtZfMg
+
===Overspawn's Weapons===
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.
+
The Overspawn had the ability to fire three normal alien missiles/bombs, as found in the final version, from the 'trumpet shaped mouths' located on its torso but was also able to fire off another type of missile/bomb which was cut: '''Entropy Bombs'''
 +
<br clear="all">
  
Here, X-COM is near the end of a mission in which they have faced more than 30 brainsuckers and no other mobile lifeforms!
+
==Alien Dimension==
  
*'''High Tier Aliens and Terror Weapons could be dropped into the city:'''
+
===Turret - Control Chamber===
[[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]]
+
[[Image:Cut+Rebuilt-AlnBld06-Turret-(Apocalypse).png|left]]
{{clear}}
+
[[Image:Cut-AlnBld06-Contr-Turret-(Apocalypse).png|right]]
*'''Vehicles in Repair Bays''' showed up in Combat AND Could receive further damage or even be completely destroyed:(Image source Spectrum Holobyte Archive)
+
This object is unknown in name or purpose. It is found (as shown, right) within the pyramid next to the orange pads at ground level. There are four. It is speculation only, but since the control chamber is such an important building, these objects may have been defence turrets of some fashion.<br>
<div><ul> <li style="display: inline-block;"> [[File:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|none|200px|Annihilator]] </li>
+
The rebuilt image (as shown, left) is generated from tiles found within the game files. This is what it would have looked like.
<li style="display: inline-block;"> [[File:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|none|200px|Police car]] </li>
+
<br clear="all">
</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}}
 
  
 +
===Turret - Organic Factory===
 +
[[Image:Cut-NoWork-AlnBld06-Turret-(Apocalypse).png|left]]
 +
These objects are found within the Organic Factory. The devices are defence turrets for the alien side to protect vunerable areas. There are multiple turrets placed in the walls and upon pedestals inside the various structures which contain the targets for destruction by X-Com forces. They are not active but fire a disruptor style weapon. They may work normally (unconfirmed) if using the CD made for the UK market.
 +
<br clear="all">
  
== AI behavior in Beta and Vanilla ==
+
===Unfinished Internal Architecture===
===Agents on Normal or Safe behaviour settings on Vanilla and BETA will:===
+
[[Image:AlnBld03-Odd-BoneDoor-(Apocalypse).png|right]]
*Hide behind other agents that are kneeling and shoot over their heads
+
Bone doors present within the third alien building, Alien Farm, inside the one of the larger landscape features with flat top and red 'carpet'. The doors are active and work but do not lead anywhere. These four (found so far) cannot be seen and must be dug out. The remainder of this landscape feature does not contain anything of interest but only solid fibrous wall sections as expected.
*Agents placed at a corner to a corridor will move back and forth between hiding "in cover" and exposing themselves around the corner to shoot/view
+
<br clear="all">
*Agents jump over 1-tile "gaps" in floors if it gets them to cover
 
*Agents will jump down a maximum of 1 tile if it gets them away from fire to another floor or if injured to get them to a safer place
 
*Agents will strafe back and forth whilst moving in and out of cover, even along a line of kneeling agents and shooting over their heads
 
*Agents will run away from fire
 
*Agents with a partially "stunned" value will run out of smoke to avoid being "gassed" further, this means that they can expose themselves to weapons fire but minimise the risk of falling unconscious
 
*Agents with no "stunned" value will remain in smoke to utilise it as cover though often go prone or kneel if both stances are selected
 
*Agents equipped with trackers (beta only) or scanners will "enhance" the behaviour of other agents in their squad (No effect on other squads). For example, agents in cover will respond to a blip by moving around corners to look down corridors or into rooms.
 
*Agents raise weapons in readiness in response to alien cries
 
*Agents raise weapons in readiness in response to nearby explosions, civilian screams and the sound of burning
 
*Agents respond to alien cries as per the documentation i have given in the relevant thread
 
*In Tactical Missions relating to Cityscape activity, spitters will wander around, when there are more than two **mobile** aliens on the map, trying to kill civilians (their main function it appears) and sniping at X-COM. If there are few aliens on the map, spitters will try to hide, often in obscure places of the map and in smoke until agents find them.
 
*In UFO recovery, spitters will frequently hide in the upper levels of the UFO trying to avoid engaging X-COM and not really being utilised by the aliens. If they do travel to the lower decks or outside it is with Anthropods or Skeletoid allies. This behaviour seems bugged; spitters are sitting ducks in UFO missions and should be more active IMHO having the AI waste them by sitting in the upper levels makes no sense.
 
*Brainsuckers can appear on maps at the start of a mission without having hatched from a pod
 
*Brainsuckers will run around the map until they find an X-COM agent, though they often "pause" and become inactive, this is likely a bug.
 
*Brainsuckers will attempt to run and leap on to the first agent they encounter to brainsuck them
 
  
*https://www.youtube.com/watch?v=YE0AXGppZtU
+
===Alien Building Capture===
**Brainsucker gets "stuck" and promptly shot after recovering from stun.
+
X-Com could acquire alien buildings which may have allowed the manufacture of UFOs.
**Agents strafing and hiding around corners
 
**Brainsucker cry from the right of the screen (in darkness) allowing me to locate the last brainsucker and kill it winning the mission (cries can be used like this in vanilla, fortunately, my agent did not panic this time around as i sent him down a corridor alone).
 
**Anthropods working alone and not in groups as they did in beta
 
**Agents will react to alien sightings and fire whilst running, in this case saving me from a leaping brainsucker
 
  
* Beta2 https://www.youtube.com/watch?v=_DvtnGSUsUU
+
===Multiple Buildings===
**Beta Footage in which the aliens sabotage their own brainsuckers by destroying the escape route to the cityscape for a lone brainsucker. Also shows Anthropods sending two units to attack X-COM, massing, then attacking in a second wave.
+
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.
  
* Beta2 https://www.youtube.com/watch?v=ymA41OrS5HE
+
===Dimension Gates===
**OK, another behaviour update. This time regarding the Alien's use of SMOKE grenades and going prone to crawl forwards when under fire.
+
Debug text: Dimension gate spotted. Charted Gates. Uncharted Gates. Total Gate count.<br>
**A few playtests of both vanilla and beta reveal that the aliens will start to use smoke grenades regularly after week 2 or once disruptor tech arrives in the aliens arsenal (tied to X-COM score and in lore presumably having got them from gangs or the CoS as they even appear on UFOs).
+
Aliens could open or close dimension gates at will. Any new gate appearance would prompt the (debug) message. Closing a gate would deny inter-dimensional travel, could trap active X-Com craft in an alien dimension, halt re-inforcements, etc.
**Anthropods and Skeletoids appear to have enough intelligence to throw smoke grenades before an attack then run in for the kill.
 
**In the beta footage below (which gives the best example, though the behaviour is in vanilla too), a skeletoid even throws a smoke grenade behind one UFO door (making me thing they are about to emerge from there) but flanks around and exits via the other door before throwing another two smoke grenades and then attacking (and quickly being killed). Just one skeletoid performs this attack as (unknown to me) the aliens are massing in the UFO for another three waves of attacks. This starts from about 3:40 in the video ;)
 
**At around 6:40 also note the skeletoid going prone and crawling towards the X-COM agents who are attacking it...
 
**Finally at approximately 8:10, look how one of the agents successfully dodges not one, but two entropy missiles that the aliens have kept hidden till the end of the mission (i didnt even know they had started to equip them at this point). So entropy missiles can be dodged just as vehicles dodge missiles...
 
  
*https://www.youtube.com/watch?v=cXQBr77PsAo
+
===Grounded Access===
**Megapol does not fight back until a significant number of officers are dead (which is tied to the organisation relations)
+
https://www.youtube.com/watch?v=Rde1g6CQUt4
**Megapol spams officers that will group, throw grenades, attack, retreat, regroup and attack in another wave (much like the aliens)
+
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>
**Megapol uses stun and smoke grenades as well as standard explosives
 
**Megapol buildings contain equipment that can be looted; even Elerium!!
 
**Megapol uses it's own equipment, unless X-COM has sold alien weapons to the "city" in which case some Megapol officers carry disrupter weapons (not shown in this video but observed in other playthroughs)
 
**X-COM agents can spot capturable equipment within a certain radius, even without LoS (Most likely a bug)
 
*https://www.youtube.com/watch?v=HbScwE6u1DI
 
** Marsec is very reserved in committing units, MarSec agents retreat from direct conflict and do not group and attack in waves like Aliens, CoS or Megapol
 
** Marsec attempts to flank the player then blast them with missiles (I lose a squad in the video below whilst dealing with other Marsec units that are running from me to a second group of Marsec Agents that emerge from my left flank)
 
** Marsec equipment is used by all Marsec units. They do not appear to purchase alien tech from X-COM like Megapol does.
 
** Marsec will use Alien tech if they become controlled by the Aliens.
 
*Found a behavior on the megaspawns, as usual they attack from afar, but when approached, quickly retreats. They will only stop retreating if they got away from the unit that approached them or when cornered, this is tested on realtime, in turn based however this doesn't apply
 
**With regards to turn-based, they do appear to do the same, however there are some issues with their TUs and how much they can actually do. A retreat will only occur if they cannot fire at a unit first, if they fire their weapons they cannot retreat. Generally however, their movement is away from X-COM agents in TB Mode...
 
**They also have an annoying habit of grouping together in vanilla... In Beta2 they don't group but are often surrounded by lots of Anthropods used as shields or near poppers that have been held back.
 
*FilmBoy can you confirm this behavior of all aliens that can use grenades? In one of my test in realtime, I killed a bunch of them in a room, when I moved my agents in, there is this one alien that went yolo, and tossed a grenade in the room, blowing all the grenades in the floor, killing my entire squad in the process, as well as himself. However it doesn't apply with the room being empty, so was this a rare behavior in some sort?
 
**In game versions with the nerfed AI it appears to be related to chance, the alien has a "random" factor that it will choose to throw a grenade in a room of explosive munitions or simply as a means to kill massed agents
 
**In game versions with the Learning-AI if grenades have been good at killing agents previously, the aliens will use them more frequently, increasing the chance of them creating chain reactions as munitions go up. Aliens will also utilise the boomeroids "jump/travel" feature to attack around corners and through doors also
 
**In short though, it all boils down to chance and circumstance as to whether or not grenade capable aliens kill your agents with grenades. Learnt behaviour only increases that chance on a player-by-player basis and only if the player has been vulnerable to grenades in previous actions, if not, the chance of a grenade being used is still low.
 
**Things were different in Beta: Grenades were often used to spam X-COM once the aliens learnt through the extended AI how effective the action was and it was brutal... Couple that with Alien numbers far higher than vanilla (as it should be IMHO - this is an invasion) it's a recipe for disaster...
 
**https://www.youtube.com/watch?v=WKvkHbzvgzg
 
  
===Unique to BETA (Does all of the above plus these behaviours too):===
+
==Research==
*Anthropods and Skeletoids will swarm together, attack in groups, then quickly retreat before agents have time to respond. I rarely encounter single units of these types in the Beta, if I do they are often trying to exit (see below) or looking for more Aliens to group up with.
 
*Aliens will methodically move through through a map in groups of 2-5 until they find X-COM, they then retreat, CRY FOR HELP (which attracts other aliens of all types) and attack again this makes them hard to fight as you always face numbers of aliens and killing a few forces them to retreat and regroup. It's very "Cat and Mouse" and a joy to play for an experienced player but a nightmare for casual players who will find it too hard (Guess this is why such behaviour was removed)
 
*If there are two or less Anthropods/Skeletoids on a map they will head towards the map exits and fall back to the cityscape, this doesn't end the mission as all other alien types remain until X-COM knocks them out or kills them, but it does allow the Aliens to keep foot soldiers in Mega-Primus for a longer time before they expire (as per the alien life cycle)
 
*Cult of Sirius use EXCESSIVE amounts of incendiary weaponry spamming incendiary grenades and incendiary missiles of various types this is different to vanilla where they spam explosive weapons. The cult is a fearsome opponent as a result and their behaviour causes buildings to collapse as they burn around your agents; this often lags the game which may be why the CoS was changed to using Explosive weaponry? I wonder if BETA behaviour could be reintroduced now we have better CPUs (maybe as an option)
 
*Aliens with disruptor weaponry will fire randomly in the direction they believe X-COM to be hiding (or have previously seen agents), other aliens using the covering fire of their colleagues will then attempt to flank agents and come in to kill from behind
 
*Aliens SPAM brainsuckers; i've faced waves of the things from the first battle!
 
*Aliens crouch, go prone and move around a lot more to use cover in a similar manner to the vanilla X-COM agents
 
*As per the Vanilla release, in tactical missions relating to cityscape activity, spitters will retreat to obscure places of the map to hide when the number of aliens are low. However, if X-COM take more than a few minutes (in real-time) or around 10 turns (in TB) to find the spitters, they will retreat to an exit and use the cityscape to infect another building keeping the presence of aliens in the cityscape for longer. They may or may not travel to the same location as escaping Anthropods and Skeletoids so it is possible that missions in which X-COM does not clear the map will result in lots more alien incidents in the cityscape later, albeit with weaker alien numbers.
 
*Spitters tend to group together en-masse (as the lore suggests that they can) and it is not uncommon to find five or more together
 
*Aliens "tagged" with a tracker gun will try to escape from combat to the cityscape; it appears the intent was to allow for players to follow aliens around the city much in the same way we were meant to be able to follow the VIPs of organisations (for which the cells were created). However, the Spitter is NOT meant to be an intelligent creature, so this may be why in Vanilla they simply sit around in cover waiting to be found.
 
*Brainsuckers will form in groups and rush at X-COM agents in waves
 
*Aliens armed with Brainsucker launchers will, if failing to find X-COM quickly, fire off all their pods, wait for them to hatch, then follow the wave of brainsuckers towards X-COM agent areas and armed civilians/gang members/police.
 
*Lone brainsuckers that cannot find another alien will attempt to leave the map to further alien infection of the city via the cityscape. This can result in alien activity missions in which there will only be a lone brainsucker, that can retreat again if not killed quickly. Forming a chain of alien activity missions across the cityscape until the brainsucker infects a civilian, VIP, X-COM or is killed; something that can be really frustrating if you are not quick to kill the alien. I guess this may be why the feature was removed from brainsucker behaviour but it's still pretty cool nonetheless and compliments the "cat and mouse" behaviour of other aliens in the beta.
 
*Brainsuckers WILL attack armed civilians to control them (I love this feature, so much more realistic to lore) and then direct those civilians towards known X-COM locations. There is however a bug in which brainsuckers occasionally try to attack UNARMED civilians which is pointless apart from adding to the civilian casualty figures.
 
*Brainsucked civilians or gang/police members that cannot form into groups will attempt to leave the map if they are injured and cause more alien incidents later. They can also trigger gang/police wars if a gang member is brainsucked and attacks a rival gang when returning to the cityscape
 
*Brainsucked civilians or gang/police members that are "tagged" with a tracker can be used to follow organisations that are being infiltrated by the aliens as when returning to the cityscape it appears that "tagged" units will try to fall back to the nearest building owned by a parent organisation or attack a building hostile to that organisation. I've followed a brainsucked unit across the cityscape to attack one of my bases only minutes later, and having found more allies from the parent organisation before moving in!
 
  
*'''It appears from BETA play that the intent was to have a similar AI to X-COM for the aliens but it was drastically nerfed or removed in part by release to make play easier for newcomers to the game regardless of difficulty mode. -[[FilmBoy84]]'''
+
===One Way To Win===
 +
[[Image:xcom3-onewaywin.png|200px|right]]
 +
UFOpaedia: NOT USED<br>
 +
In-game text: We must discover a way to beat the Aliens once and for all.<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">
  
*Found an odd behavior of the poppers, in the demo version, they will hide, wait till anthropods or skeletpoids to pin down your agents before attacking, while in vanilla, they'll just attack you head on
+
==Game Styles==
**Yes, the same behaviour is in Beta. It's a much more effective use of poppers by the aliens and not easy to combat for first-time players.
+
===Multiplayer===
**I guess this is why the behaviour was modified for some final release versions.
+
[[File:CGSP_Apr97_Pg34_(Apocalypse).png|center]]
**Versions with the partially working "Learning AI" do use this strategy, but only after week 6 by which time poppers are easily one shotted by devastator/disruptor fire... So it's rare to see it succeeding.
+
Source: CGSP_1997_04_pg034.jpg<br>
**Best demonstrated under vanilla during battleship UFO investigations... Once you get through those tunnels and into the UFO entrance (but past the megaspawn) there are often poppers held in reserve there...
+
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.<br>
*Agents, Aliens and Others will all turn to face nearby sounds such as footsteps of other units... Not just their cries... This allows them to spot enemies sooner. - Tested by leaving agents in one spot facing all to the SE of the map. When the aliens approached the agents turned automatically towards the sound of them moving. Some agents also used that prompt to look for cover and use it.
+
Files relevant this feature remain within the UFOPEDIA folder: B-Scen.pcx and B-Scen2.pcx
*Agents that have wounds will move to cover and if equipped with a medkit AND a free hand will attempt to heal themselves if in Evasive/Cautious Mode. Aggressive Mode ignores this behaviour. If the agent does not have a free hand they do not reach for a medkit in their equipment.
+
<br clear="all">
  
 +
===Squad Icons===
 +
[[Image:Cut-Icons-Squad7to10-(Apocalypse).jpg|left]]
 +
Icons not available in normal gameplay. These icons denote squad groups beyond the six that are available which appear above the heads of any units. The numbers: 7, 8, 9, and 10 to indicate squad number is missing. The rightmost icon is corrupted when an agent moves, leaving a trail. The leftmost icon is not grey but clear. It has no colour.<br>
 +
These appear if [[Utilities_(Apocalypse)|changing]] any aliens '''Side''' to ''X-Com'' and control of '''A.I. Control''' to ''none''.
 +
<br clear="all">
  
 +
==Concept Art - Aliens==
 +
Tim White (1952-2020), an artist who created some conceptual illustrations of aliens for X-Com Apocalypse.
  
 +
[[Image:Xfunnelhead.JPG|right|X-FunnelHead]]
 +
<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>
  
==Source content ==
+
==Sources==
 +
===The Cutting Room Floor===
 
*https://tcrf.net/X-COM:_Apocalypse
 
*https://tcrf.net/X-COM:_Apocalypse
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/
+
===StrategyCore===
*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/
+
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts
*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/
+
===OpenApoc===
*Unit Behavior http://openapoc.org/threads/task-unit-behavior.185/
+
*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
[[Category:Apocalypse]]
+
===Old Websites===
 
+
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse
=Combined 3=
+
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html
== Currently, there are three known versions of pre-vanilla apocalypse. ==
+
===Tim White===
 
+
*https://en.wikipedia.org/wiki/Tim_White_(artist)
*'''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.
+
*https://scifinet.net/tim-white-2
 
+
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html
*'''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.
 
 
 
== Apocalypse release ==
 
Release Date: Jul 15, 1997
 
 
 
== Differences between versions ==
 
 
 
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.
 
  
[[Category:Apocalypse]]
+
=Map Editor=
 +
An easily accessible <u>cityscape</u> map editor hidden within the final version files. See [[Utilities_(Apocalypse)|Apatcher]].

Latest revision as of 05:38, 26 November 2023

X-Com Apocalypse - History

A collection of features cut from the final release:

  • Hidden features which can be easily found in the game folders.
  • Removed items with some remnants of their intended purpose found by exploring the game code.
  • Pre-release beta versions containing some working features but were cut to meet a production deadline.
  • Features mentioned throughout the production timeline but were removed.

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).
  • 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 on compact disc. A United Kingdom (UK) red version and a United States (US) blue version with both using DOS-version files:
DOS versions use UFO2P4.exe and TACP4.exe. These are the original final-version files. Common on CDs.
Windows uses UFO2P.exe and TACP.exe These are the enhanced final-version files made specifically for the WIndow95 operating system. Digital distributions use the Windows files versions. Some may not. There are minimal differences between the two with the most obvious being the different title screens:

Title Red (Apocalypse).png
Title Blue ApocalypseV2.png


Cut, Deleted, Removed, Hidden

  • "UFOpaedia" 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

XCOM Apocalypse was originally called X-Com III : The Apocalypse.
Mega-Primus was named "MegaPrime".
A Megaspawn was originally called a "Megatron".
Heavy Launcher High Explosive Rocket was called a "Heavy Launcher Blaster MIssile"
Android units were known as "Cyborgs"
Valkyrie Interceptor name change from "Starfire"
Stormdog name change from "Road Warrior"

Artificial Intelligence

The game was supposed to learn how the player performs and to dynamically develop tactics to oppose the player's style. Does not work as claimed, very fragile, and essentially broken. Further extensive information available here.

Agent Equipemnt

Mind Shield

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

UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.
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.

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. A device based on disruption field research which could be used disable Alien disruption shields.

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

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

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

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

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 used a mini-map screen similiar to the in-game Motion Scanner but is more accurate and used coloured dots. The detector does not work when made available if using the official Apocalypse release.

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: To secure and research large or dangerous Alien life forms

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

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

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

Debug text: Weapons Malfunctioning

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 the vehicle appearing on a base defence mission. The facility remains in the final version and only has a vehicle shown in the UFOpedia entry.
The debug text implied that craft weapons could be damaged.

Manufacturing

In-game text: Not enough parts. You do not have enough parts to make this item.

Engineering was to use raw materials for construction of certain items.

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" UFOpaedia Title Page - VIPs

UFOpaedia: !!!!Blank - Unused (WAS VIP TITLE PAGE)
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. Tailing. Spying. Spy on Organization.

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.

Intelligence Reports

Debug text: Unclassified Rank. Apprentice. Worker. Admin. Security. Management. Director. President. Wage. Residence. Hang out. Work Place. Owned Buildings.

Persons of interest would each have a dossier.

Gang Leaders

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

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 from the gamefiles except the two pictured (shown right). These two will not appear in normal gameplay.

Android Civilians

Android civilian.png

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 defence forces. 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.

Salary And Work

Debug text: Adjust Wage, No advice at this time. You have to reduce wages to become profitable. You should take on more staff if you wish to be productive. Increase wages to attract more staff. Cut wages to improve your profit margin. Current workforce: Current wage: Maximum workforce: Mean wage in city: Income per capita: General recruitment Current staff level: Income per capita: Mean wage in building: Mean wage in city: Number of applicants: Cost per applicant: Cost to recruit all applicants: Fixed costs at building: Weekly revenue generated

Renumeration was to be a feature.

Quitting

Debug text: Staff resign at. Resignations at.

This is tied to wages. If hired personel were not paid adequately, then they would seek employment elsewhere.

Agent Abilities And Skills

There was testing and evaluation of potential recruits: These are some of the remarks about attributes:

The applicants were given a variety of agility and speed tests; the combined result is shown. Stamina was tested with an 'until you drop' style assault course. Reaction times were carefully tested, using both electronic and traditional methods. A selection of exercises were monitored to obtain the strength rating of the applicants. This is an initial estimate of the applicants' psychic abilities. The applicants were tested with a selection of traditional firearms to see how they would fare in a basic sniper situation. The applicants were tested using advanced simulator technologies; a combined result is shown for on road/off road/flying vehicles. Perception is the ability to spot small, but occasionally vital, details that others may miss; it was tested using an extensive observation test. Biochemistry - the ability to perform research furthering understanding of the chemistry of living organisms.  The values shown below were obtained from the governing body for Biochemistry. Quantum Physics - the ability to perform research leading to a greater understanding of the area of physics exploited by Alien technologies. The values shown below were obtained from the governing body for physics. Engineering skills - repairing cars/flying vehicles, vehicle maintenance, as well as the production of weapons or devices. 

and the following (repetative text removed for clarity):

When the agility button is set the bar graphs show the relative agility of the listed agents. ...stamina...reaction...strength...Psionic ability...accuracy...ranged weapons.... When the piloting button is set the bar graphs show the relative driving/flying skills of the listed agents. ...perception levels of the listed scientists...Biochemistry competency level of the listed scientists...Quantum mechanics competency levels of the listed scientists...engineering skill level of the listed scientists.

It was possible to sort all units by certain attributes by simply clicking on relevant bargraph sections.

  • Observation

Debug text: Select the agents you want to put on observation duty.
Agents could use do simple things such as observation of aliens within the containment facility.

  • 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.

  • Sabotage

Debug text: There has been an explosion. The following people have been reported dead. Espionage by Agent. Do you wish to continue espionage?
Agents who were proficent in Forensics could use their skills for other tasks such as sabotage or subterfuge.

  • 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

Infiltration Investigation

Debug text: Alien corpse found.

The searching of any possible infiltration influence was to be a mission in itself instead of the finals version's cut down search method: "Alien instantly found = start mission, not found = make organisation slightly hostile".

Diplomacy

Debug text: Enter defensive diplomatic negotiations with. Aggressive diplomatic negotiations with. Allied/friendly/neutral/unfriendly/hostile with. Formerly allied/friendly/neutral/unfriendly/hostile with. An alliance with X-COM has been requested.

Diplomatic posturing between organisations and histroy of relationships cut early.

Real Estate

Debug text: Not enough money to buy this building. Planning permission refused for this building. The owner does not wish to sell this building. Would you like to take part in this auction? Building up for auction. Auctioned by. Bidding begins at. Going... Last chance to bid... Gone!! Sold to. No buyers found for this building.

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

UFOpaedia

Temple Of Sirius

A UFOpaedia entry which was the old "Temple Of Sirius" building picture: 24sensod.pcx. It has been replaced with 33sirius.pcx.

City Walls

City Walls

A blank UFOpaedia entry which only shows the City Walls.

Cityscape

Building Names

Names which are not used for any buildings:

Raven ReachesMahler BuildingThe Gugarin InstituteLincoln Tower The Armageddon CentreCyborg InstituteDescartes TowersStellar ApartmentsLone Ranger ApartmentsCyclops MansionsDurruti BlockBlue Doctor ProjectEnlightenment TowersRenaissance BlockSlum City

Every building name which is numbered, each has three names. <building name ONE>, <building name TWO>, <building name THREE> with the only exception being Warehouse names, which go up to <Warehouse TWELVE>.

Undeployed ground vehicles

Organizations, other than X-Com and Alien, were able to buy road based military vehicles. Remnants remain within a few organsation's vehicle availability allocation (their vehicle pool) when starting a new game. This is never known to X-Com normally since these companies will never use them.
If the building's home cell is destroyed, the road vehicles contained within are destroyed also and will not be replaced.

  • Gangs have Stormdogs.
  • Megapol have Stormdogs and a single Griffon AFV.

Illegal Road Vehicles

Debug text: An illegal road vehicle has been detected.

Road vehicles were removed but flyers were retained in the final version.

Combat Tactics

Debug text: Response range (radius). Preservation level.

Vehicles had more automony and could launch automatically. Police Hovercars retain this feature.

Battlescape

People Tubes

People Tubes corrupted palette

The tube pieces within the game normally are only used (only) by X-Com to move personel throughout the city. The cut content was the removal of the tubes as a possible battlescape area (which was owned by Transtellar). The map files of people tubes is playable via editing but crashes often and has a corrupted colour palette. It uses shopping mall features and geometry.

Transtellar was supposed to be the owner of all people tubes. Any people tube structure inside any property outline is owned by the landholder.

Car Park

A battlescape which was removed and replaced with a Shopping Mall map.
UFOPAEDI folder contains 04carprk.pcx.

Hotel

A battlescape which was removed and replaced with a Luxury Apartments map.

Atmosphere Processor

A battlescape which was removed and replaced with a Hydro Farm map.
UFOPAEDI folder contains 04atmos.pcx which is identical to 17police.pcx.

Ruins

A battlescape which was removed and replaced with a Slums map.

Spaceship

A battlescape which was removed and replaced with a Space Port map.

Outdoor Parks

A battlescape which was removed and replaced with a Procreation Park map.

Unused Battlescape Segments

Police Station is three levels in height. There are other segments (viewable with XME) which are six levels high. These map sections are not used: 02sec08, 02sec11, 02sec12, 02sec14, 02sec15.
Appartments does not use 14sec08
Luxury Apartments does not use 15sec13, 15sec14.

Vehicles And Items

Structure Probe

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. It can be built and used in the final version as a disposable 'first contact' vehicle when first entering the Alien Dimension.

Vortex Analyser

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: Transports a vehicle between dimensions.
This device allowed an airborne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate by using previously identified but obscure 'Vortex'. Some UFO crash recovery battlescapes in the final version still contain this Dimension Shifter device within their craft but it is not recovered when mission completes.

Zorium

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: A gigantic monster that has ravaged the city.

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.

Overspawn's Weapons

The Overspawn had the ability to fire three normal alien missiles/bombs, as found in the final version, from the 'trumpet shaped mouths' located on its torso but was also able to fire off another type of missile/bomb which was cut: Entropy Bombs

Alien Dimension

Turret - Control Chamber

Cut+Rebuilt-AlnBld06-Turret-(Apocalypse).png
Cut-AlnBld06-Contr-Turret-(Apocalypse).png

This object is unknown in name or purpose. It is found (as shown, right) within the pyramid next to the orange pads at ground level. There are four. It is speculation only, but since the control chamber is such an important building, these objects may have been defence turrets of some fashion.
The rebuilt image (as shown, left) is generated from tiles found within the game files. This is what it would have looked like.

Turret - Organic Factory

Cut-NoWork-AlnBld06-Turret-(Apocalypse).png

These objects are found within the Organic Factory. The devices are defence turrets for the alien side to protect vunerable areas. There are multiple turrets placed in the walls and upon pedestals inside the various structures which contain the targets for destruction by X-Com forces. They are not active but fire a disruptor style weapon. They may work normally (unconfirmed) if using the CD made for the UK market.

Unfinished Internal Architecture

AlnBld03-Odd-BoneDoor-(Apocalypse).png

Bone doors present within the third alien building, Alien Farm, inside the one of the larger landscape features with flat top and red 'carpet'. The doors are active and work but do not lead anywhere. These four (found so far) cannot be seen and must be dug out. The remainder of this landscape feature does not contain anything of interest but only solid fibrous wall sections as expected.

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.

Dimension Gates

Debug text: Dimension gate spotted. Charted Gates. Uncharted Gates. Total Gate count.
Aliens could open or close dimension gates at will. Any new gate appearance would prompt the (debug) message. Closing a gate 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: We must discover a way to beat the Aliens once and for all.
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.
Files relevant this feature remain within the UFOPEDIA folder: B-Scen.pcx and B-Scen2.pcx

Squad Icons

Cut-Icons-Squad7to10-(Apocalypse).jpg

Icons not available in normal gameplay. These icons denote squad groups beyond the six that are available which appear above the heads of any units. The numbers: 7, 8, 9, and 10 to indicate squad number is missing. The rightmost icon is corrupted when an agent moves, leaving a trail. The leftmost icon is not grey but clear. It has no colour.
These appear if changing any aliens Side to X-Com and control of A.I. Control to none.

Concept Art - Aliens

Tim White (1952-2020), an artist who created some conceptual illustrations of aliens for X-Com Apocalypse.

X-FunnelHead

Sources

The Cutting Room Floor

StrategyCore

OpenApoc

Old Websites

Tim White

Map Editor

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