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

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* Range based accuracy: this modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile or 0.125% per voxel) when shooting beyond the limit of the firing mode: auto shot: 7 tiles or 112 voxels, snap shot: 15 tiles or 240 voxels, aimed shot: no penalty
 
* Range based accuracy: this modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile or 0.125% per voxel) when shooting beyond the limit of the firing mode: auto shot: 7 tiles or 112 voxels, snap shot: 15 tiles or 240 voxels, aimed shot: no penalty
  
See [[Customizing (OpenXcom)]]
+
See [[Options (OpenXcom)|Options]].
  
 
[[Category:OpenXcom]]
 
[[Category:OpenXcom]]

Revision as of 13:57, 23 October 2012

General

  • None of these bugs.
  • Mouse wheel support.
  • Caret on text editing.
  • No CPU-based speed.
  • Mouse input works like modern systems.
  • Different savegame format.
  • Unicode support.

Geoscape

  • 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 performs its own detection check, so having multiple Small Radar Systems and/or Large Radar Systems does improve your chances. The Hyperwave Decoder still makes all other facilities obsolete though since it has a 100% detection chance.
  • The craft phase order when returning to base is: Repairing, Rearming, Refueling.
  • Stores column in Purchase/Recruit screen.
  • Can disarm weapons from crafts.
  • Can cancel out of selecting armor for soldiers.
  • Selling crafts automatically unequips all their contents.
  • No gap in Australasia zone.

Battlescape

  • Right-click opens doors.
  • Right-click to cancel a unit walking.
  • 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 of aliens is different (in progress). - Impossible to 100% exactly mimic original AI.
  • Explosions are not confined to one level.

Optional features

While the above differences are hardcoded, there are also various new "hidden" features you can choose to enable.

  • Alternative grenade handling: when priming a grenade you don't get the "set timer" screen. When throwing the grenade it will immediatly explode on impact.
  • Preview path: when choosing the target to move towards with your current unit, it will draw the path on the ground. Tiles will be painted green for how far you can move without running out of TUs. You need to click a second time to make the unit move.
  • Range based accuracy: this modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile or 0.125% per voxel) when shooting beyond the limit of the firing mode: auto shot: 7 tiles or 112 voxels, snap shot: 15 tiles or 240 voxels, aimed shot: no penalty

See Options.