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

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== General ==
 
== General ==
* None of [[Known Bugs|these bugs]].
+
* None of [[Known Bugs|these bugs or limits]].
 
* Mouse wheel support.
 
* Mouse wheel support.
* Caret on text editing.
+
* Caret for text editing.
* No CPU-based speed.
+
* No CPU-based speed (animations play at a constant speed regardless of the computer).
 
* Mouse input works like modern systems.
 
* Mouse input works like modern systems.
* Different savegame format.
+
* Human-readable savegame format.
* Unicode support.
+
* No savegame limit.
 +
* Moddable rulesets.
 +
* Full Unicode support.
 +
* Localized in many more languages.
 +
* Take screenshots in-game.
 +
* Standalone Battlescape mission generator.
 +
* Keyboard shortcuts.
  
 
== Geoscape ==
 
== 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.
 
* 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 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.
+
* 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 craft phase order when returning to base is: [[Repairs|Repairing]], [[Rearming]], [[Refueling]].
 
* The craft phase order when returning to base is: [[Repairs|Repairing]], [[Rearming]], [[Refueling]].
 
* Stores column in Purchase/Recruit screen.
 
* Stores column in Purchase/Recruit screen.
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* Selling crafts automatically unequips all their contents.
 
* Selling crafts automatically unequips all their contents.
 
* No gap in Australasia zone.
 
* No gap in Australasia zone.
 +
* Can reorder soldiers in a craft.
 +
* Can rename crafts.
  
 
== Battlescape ==
 
== Battlescape ==
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* Objects, fire and smoke keeps animating while walking or scrolling the screen.
 
* 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.
 
* 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.
+
* AI of aliens is different - Impossible to 100% exactly mimic original AI.
* Explosions are not confined to one level.
 
  
 
== Optional features ==
 
== Optional features ==
While the above differences are hardcoded, there are also various new "hidden" features you can choose to enable.
+
While the above differences are hardcoded, there are also various new "non-vanilla" features you can choose to enable. See the [[Options (OpenXcom)|Options]] section for more information.
* 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 (OpenXcom)|Options]].
 
  
 
[[Category:OpenXcom]]
 
[[Category:OpenXcom]]

Revision as of 18:50, 4 May 2013

General

  • None of these bugs or limits.
  • 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.
  • No savegame limit.
  • Moddable rulesets.
  • Full Unicode support.
  • Localized in many more languages.
  • Take screenshots in-game.
  • Standalone Battlescape mission generator.
  • Keyboard shortcuts.

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 contributes to the 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.
  • Can reorder soldiers in a craft.
  • Can rename crafts.

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 - Impossible to 100% exactly mimic original AI.

Optional features

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