Difference between revisions of "Unused Items (Apocalypse)"

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''Information adapted from FilmBoy84's post at [http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/]''
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''[http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/ Information adapted from FilmBoy84's post]''
  
  
* '''Zorium''': Most likely some sort of energy source equivalent to Element-115. However, this was ultimately changed with the aliens using Dimension Chambers to power their technology indefinitely.
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* '''Zorium''': An energy source equivalent to Element-115. However, this was ultimately changed after it was decided that the aliens got their power from a post-supernova black star or pulsar in another dimension to power their equipment, ships and buildings indefinitely via a mega-structure that took power from it directly. Both this extra dimension, containing the star and the Megapod Chamber, was a key part of the [http://openapoc.org/threads/what-was-the-one-way-to-win.279/ "One Way to Win"] research that was cut from the final game. The Megapod Chambers were moved to the main alien dimension and the lore for the key alien power source changed once more. The post-supernova star became the reason why the, now singular, Alien Dimension had become inhospitable to the Micronoids and it was no longer listed as the source of their power; only their destruction.
  
 
* '''Forceweb''': 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.
 
* '''Forceweb''': 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.

Revision as of 09:23, 17 August 2019

A list of items that didn't make it to the final version of the game that are referenced in the final release game files for X-COM Apocalypse. Some can be researched through the use of a game editor but most won't work or may crash the game.


Information adapted from FilmBoy84's post


  • Zorium: An energy source equivalent to Element-115. However, this was ultimately changed after it was decided that the aliens got their power from a post-supernova black star or pulsar in another dimension to power their equipment, ships and buildings indefinitely via a mega-structure that took power from it directly. Both this extra dimension, containing the star and the Megapod Chamber, was a key part of the "One Way to Win" research that was cut from the final game. The Megapod Chambers were moved to the main alien dimension and the lore for the key alien power source changed once more. The post-supernova star became the reason why the, now singular, Alien Dimension had become inhospitable to the Micronoids and it was no longer listed as the source of their power; only their destruction.
  • Forceweb: 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.
    • Energy Pod: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere
  • Alien Detector: 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
  • Dimension Destabiliser: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do
  • Dimension Force Field: 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.
  • Tracker Gun, Tracker Gun Clip & Multi-Tracker: Probably the coolest feature cut from the game. In the first beta it's still there but has been drastically hacked to pieces since the move from debug (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).
  • Psi-Grenade: 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.
  • Dimension Shifter (CRAFT EQUIPMENT): 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).
  • Structure Probe (CRAFT EQUIPMENT): 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): 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.