Difference between revisions of "Differences to X-COM (OpenApoc)"

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(Created page with "OpenApoc is modelled after the original Apocalypse and enhances the game experience dramatically. == General == * None of these bugs or limits except: ** ...")
 
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* Melee stat shown in the unit stat page.
 
* Melee stat shown in the unit stat page.
  
== Geoscape ==
+
== Cityscape ==
* Since there's no 80 item limit, items in crafts count towards your [[Base Stores]] to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.
 
* Each radar facility contributes to the detection check, so having multiple [[Small Radar System]]s and/or [[Large Radar System]]s ''does'' improve your chances. The [[Hyperwave Decoder]] still makes all other facilities obsolete though since it has a 100% detection chance.
 
* The aircraft phase order when returning to base is: [[Repairs|Repairing]], [[Rearming]], [[Refueling]].
 
* Purchase/Recruit screens have a column for current storage.
 
 
* Aircraft weapons may be unequipped.
 
* Aircraft weapons may be unequipped.
* Aircraft weapons may be temporary disabled in the interception window (by click).
 
* You should hire personal and rent ships at the beginning of a month rather than at the end, because in OpenXcom you pay a salary for those who are in transit, and this includes the ones that you just hired.
 
* Can cancel out of selecting armor for soldiers.
 
* Can apply previously selected armor to other solder by right clicking.
 
* Selling aircraft automatically unequips all their contents.
 
* No gap in Australasia zone.
 
* Soldiers can be reordered in aircraft.
 
* Soldiers can be pre-equipped.
 
* Soldier equipment is saved for each soldier and restored as possible before mission.
 
* Aircraft can be renamed.
 
* Globe can show radar coverage and flight paths.
 
* Potential radar coverage will be displayed when placing a new base.
 
* Aircraft will use proper great circle calculations when travelling so they'll always take the shortest path along the globe.
 
* Aircraft have better fuel calculation so they will always travel the maximum their fuel supply will allow.
 
* Night/Day line is dithered slightly.
 
* UFOPaedia articles regarding Aircraft weapons have flavour text (unused strings that existed in the original were implemented).
 
* Manufactured items can be automatically sold directly, bypassing the stores.
 
* Can set manufacture to produce infinite items.
 
* Can jump to a craft from the Intercept screen.
 
* Can jump to a base from a "X complete" message.
 
  
 
== Battlescape ==
 
== Battlescape ==

Revision as of 12:59, 30 October 2017

OpenApoc is modelled after the original Apocalypse and enhances the game experience dramatically.

General

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

Cityscape

  • Aircraft weapons may be unequipped.

Battlescape

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

Optional features

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