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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FilmBoy84</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T12:15:07Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=117749</id>
		<title>Credits (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=117749"/>
		<updated>2023-12-11T21:52:40Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Updated with current credits as of December 2023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the hard-working agents, scientists, engineers, androids and hybrids who have helped.&lt;br /&gt;
&lt;br /&gt;
== OpenApoc Team ==&lt;br /&gt;
&lt;br /&gt;
Founders:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead Team, Developers and Programming:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]] - Framework core, UI framework core, Game UI, FB poster, Youtube channel admin&lt;br /&gt;
* [[User:redv|redv]] - Many Fixes&lt;br /&gt;
* [[User:SupSuper|SupSuper - Daniel Albano]] - Base management, Tooltips, Fixes, Game UI, Founder OpenXcom, Community &amp;amp; PR&lt;br /&gt;
* [[User:JonnyH|JonnyH - Jonathan Hamilton]] - Fixes, Game UI, AI, Cityscape core, Battlescape, Framework core, Tileengine core, data extraction, image/audio format loaders, UI framework, qt launcher (OpenApoc_Launcher.exe), Windows Git &amp;amp; Appveyor Builds&lt;br /&gt;
* [[User:Istrebitel|Istrebitel]] - Fixes, Game UI, AI, Cityscape, Battlescape core, Framework core, data extraction, Debug system and whole HotKey set (also soldiers equip. HK), Skirmish module,Over 40 Improvements and options interface, Active Videomaker, FB poster&lt;br /&gt;
* [[User:Skin36|Skin36]] - Initial Russian translation, Data extraction, documenting original behaviour, reverse engineering, Researcher&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84 - Jacob Deuchar]] - Fixes, Original Game and Original Game Pre-Release Materials archivist and researcher, Modmaker &lt;br /&gt;
* [[User:Makus|Makus]] - Community &amp;amp; PR, Website (forum) Hosting, Designer,Tranlator Ru, VK group founder (poster), FB page editor, Youtube channel editor&lt;br /&gt;
* [[User:Ivan Shibanov|Shellstorm - Ivan Shibanov]] - Fixes, AI, Economics, Diplomatic Rift&lt;br /&gt;
* [[User:FranciscoDA|FranciscoDA / Flacko]] - Many Fixes, Win installer, &amp;amp; Game UI&lt;br /&gt;
* [[User:empty`void|empty`void / Empty Void]] - Many Fixes&lt;br /&gt;
* [[User:Jarskih|Jarskih - Jari Hanski]] - Many Fixes&lt;br /&gt;
* Kurtsley&lt;br /&gt;
* [[User:Atrosha|Atrosha - Panasenko Vasiliy Sergeevich]] - Many Fixes, UI of agent characteristics (Rest In Peace; 1980-2021)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other GitHub Contributers:&lt;br /&gt;
* Luis Camara&lt;br /&gt;
* SuperUserCode&lt;br /&gt;
* KGD192&lt;br /&gt;
* [[User:sfalexrog|sfalexrog - Alexey Rogachevskiy]] - Android core, .cue image loader, audio backend core, fixes&lt;br /&gt;
* [[User:zigmar|zigmar / zigmar-ems - Pavel Antokolsky]] - UI Scaling&lt;br /&gt;
* ShadowDancer&lt;br /&gt;
* TreacherousOne - Kirill Mishustin&lt;br /&gt;
* [[User:Steve Schnepp|steveschnepp - Steve Schnepp]] - Vagrant build&lt;br /&gt;
* StewartM&lt;br /&gt;
* RedRobin84 - Martin Červenka&lt;br /&gt;
* SiemensSchuckert&lt;br /&gt;
* [[User:sparkstar|sparkstar]] - GameUI fixes&lt;br /&gt;
* dl471&lt;br /&gt;
* 5thAvenue&lt;br /&gt;
* gnegno84 - Marcello Santambrogio&lt;br /&gt;
* killermosi - Silviu Ghita&lt;br /&gt;
* BabyWolf - Volkov Semjon&lt;br /&gt;
* AMDmi3 - Dmitry Marakasov&lt;br /&gt;
* AndreyCreator&lt;br /&gt;
* [[User:Blackwolf-Kuzoku|Blackwolf-Kuzoku]]&lt;br /&gt;
* andersand&lt;br /&gt;
* Andy51 - Andrey Isakov&lt;br /&gt;
* Hambones82&lt;br /&gt;
* h3xx - Dan Church&lt;br /&gt;
* ashenomo&lt;br /&gt;
* kaja47&lt;br /&gt;
* solbu - Johnny Solbu&lt;br /&gt;
* pkubaj&lt;br /&gt;
* [[User:Jay Atkinson|DoxaLogosGit - Jay Atkinson]] - Small build instructions fix&lt;br /&gt;
* [[User:Sonicelo|Sonicelo - Gregor Sušanj]] - Windows build fixes&lt;br /&gt;
* [[User:kkmic|kkmic]] - Build fixes, readme fixes&lt;br /&gt;
* [[User:Przemyslaw Onak|Przemyslaw Onak]] - Saved game &amp;amp; serialization fixes&lt;br /&gt;
* [[User:Roger|Roger]] - Documentation fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Testing:&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84 - Jacob Deuchar]]&lt;br /&gt;
* Quickmind / Quickmind01&lt;br /&gt;
* Yataka Shimaoka&lt;br /&gt;
* [[EmperorLol]] - Laurie Blake&lt;br /&gt;
* Jigoku-Panzer - Dean Martin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modding Structure and Testing:&lt;br /&gt;
* [[User:JonnyH|JonnyH - Jonathan Hamilton]]&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84 - Jacob Deuchar]]&lt;br /&gt;
* [[User:Istrebitel|Istrebitel]]&lt;br /&gt;
* Voiddweller&lt;br /&gt;
* [[User:Skin36|Skin36]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reversing and Research:&lt;br /&gt;
* [[User:Skin36|Skin36]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Translation:&lt;br /&gt;
* [[User:5thAvenue|5thAvenue]] - Initial French translation&lt;br /&gt;
* [[User:Blackwolf-Kuzoku|Blackwolf-Kuzoku]] - Initial German translation&lt;br /&gt;
* [[User:Kammerer|Kammerer]] - Russian translation, Fonts, Researcher &lt;br /&gt;
* [[User:Skin36|Skin36]]&lt;br /&gt;
* [[User:SolariusScorch|SolariusScorch]] - Small language fixes&lt;br /&gt;
* [[User:Xracer|Xracer]] - Initial Spanish translation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Project Coordination, Writing, Video Making and Social Media:&lt;br /&gt;
* [[User:Istrebitel|Istrebitel]]&lt;br /&gt;
* [[User:Makus|Makus]]&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84 - Jacob Deuchar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Community Administration and Moderation:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]]&lt;br /&gt;
* [[User:Makus|Makus]]&lt;br /&gt;
* [[User:SolariusScorch|SolariusScorch]] - Small language fixes&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84 - Jacob Deuchar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art and Design Staff:&lt;br /&gt;
* [[User:Makus|Makus]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources and Management==&lt;br /&gt;
*GitHub: JonnyH, Istrebitel, FilmBoy84, Quickmind&lt;br /&gt;
*Forum: JonnyH (domain), Makus (hosting and scripts) &lt;br /&gt;
*Facebook: JonnyH (admin), FilmBoy84 (editor), Makus (editor)&lt;br /&gt;
*Youtube: JonnyH (admin), FilmBoy84 (editor), Makus (editor)&lt;br /&gt;
*Reddit: Istrebitel (starter), Makus (editor), FilmBoy84 (editor)&lt;br /&gt;
*Vkontakte: Makus (starter, editor), Skin36, Istrebitel&lt;br /&gt;
*Twitter: Makus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Community Members ==&lt;br /&gt;
It&#039;s near impossible to adequately credit everyone that has laid a hand on an open-source project, so here are the main sources. Rest assured if you helped us, we are thankful for it.&lt;br /&gt;
* [https://github.com/OpenApoc/OpenApoc/graphs/contributors All contributors on GitHub]&lt;br /&gt;
* [https://www.transifex.com/x-com-apocalypse/teams/ All translators on Transifex]&lt;br /&gt;
* [http://openapoc.org/widget-pages/team/ All testers]&lt;br /&gt;
* [# All platform porters]&lt;br /&gt;
* [http://openapoc.org/ All forum members]&lt;br /&gt;
* And the rest of the community at large: Players, fans, press members, let&#039;s players, etc. You know who you are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Third-Party Code ==&lt;br /&gt;
* [http://www.libsdl.org SDL2]&lt;br /&gt;
* [http://boost.org Boost]&lt;br /&gt;
* [http://www.nongnu.org/libunwind/download.html Libunwind]&lt;br /&gt;
* [http://glm.g-truc.net GLM]&lt;br /&gt;
* [http://libsmacker.sourceforge.net/ libsmacker]&lt;br /&gt;
* [http://lodev.org/lodepng/ lodepng]&lt;br /&gt;
* [https://github.com/richgel999/miniz miniz]&lt;br /&gt;
* [https://icculus.org/physfs/ physfs]&lt;br /&gt;
* [http://http://pugixml.org/ pugixml]&lt;br /&gt;
* [https://github.com/c42f/tinyformat tinyformat]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104994</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104994"/>
		<updated>2021-12-09T14:15:20Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Added link to the DOSBox Dev Team&amp;#039;s attempt to fix the Apoc CD check for music as just one example of where they had to make specific caveats in the code for Apoc when emulating the CD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base (CD Serials: MEG256T001-0001-0001-02)===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104993</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104993"/>
		<updated>2021-12-09T13:28:12Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Further details of the Vehicle Repair Bay bug added to the appropriate section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, by the DOSBox Dev Team, use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base (CD Serials: MEG256T001-0001-0001-02)===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104992</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104992"/>
		<updated>2021-12-09T13:23:50Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Minor edit to add instruction to list digital distribution bugs separately to the physical CD-ROM ones given the disparate range of problems between the versions now known to be caused by DOSBox emulation of CDs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, by the DOSBox Dev Team, use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base (CD Serials: MEG256T001-0001-0001-02)===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104991</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104991"/>
		<updated>2021-12-09T13:20:09Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Starting Repair Base Bug, serial number of disc replicated on added. This serial is from a disc with executables dated 1998 and of a different size to the original UK CD. We are still trying to replicate on the original UK CD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, by the DOSBox Dev Team, use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base (CD Serials: MEG256T001-0001-0001-02)===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104990</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104990"/>
		<updated>2021-12-09T13:12:51Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Added introductory spiel as the first of several major updates to this page following more than two years of investigations of different distributions of Apocalypse via the OpenApoc team. There is a considerable amount of further reworking of this page, to separate issues by CD-ROM serial number, that needs to be done. Future edits will attempt to break down bugs to the serial numbers we have been able to replicate the bug on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, by the DOSBox Dev Team, use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=101027</id>
		<title>Credits (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=101027"/>
		<updated>2021-06-01T13:43:50Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Add Zigmar to the credits for his UI scaling work. Update FilmBoy84 credits to include his real name and remove &amp;quot;expert&amp;quot; - I&amp;#039;m not one and would never claim to be :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the hard-working agents, scientists, engineers, androids and hybrids who have helped.&lt;br /&gt;
&lt;br /&gt;
== OpenApoc Team (WIP) ==&lt;br /&gt;
Lead Team and Developers:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]] - Project starter, Framework core, UI framework core, Game UI, FB poster, Youtube channel admin&lt;br /&gt;
* [[User:SupSuper|SupSuper]] - Base management, Tooltips, Fixes, Game UI, Founder OpenXcom, Community &amp;amp; PR&lt;br /&gt;
* [[User:JonnyH|JonnyH - Jonathan Hamilton]] - Fixes, Game UI, AI, Cityscape core, Battlescape, Framework core, Tileengine core, data extraction, image/audio format loaders, UI framework, qt launcher (OpenApoc_Launcher.exe), Windows Git&amp;amp;Appveyor Builds, Domain payer &lt;br /&gt;
* [[User:Istrebitel|Istrebitel]] - Fixes, Game UI, AI, Cityscape, Battlescape core, Framework core, data extraction, Debug system and whole HotKey set (also soldiers equip. HK), Skirmish module,Over 40 Improvements and options interface, Active Videomaker, FB poster&lt;br /&gt;
* [[User:Skin36|Skin36]] - Initial Russian translation, Data extraction, documenting original behaviour, reverse engineering, Researcher&lt;br /&gt;
* [[User:Ivan Shibanov|Ivan Shibanov]] - Fixes, AI, Economics, Diplomatic Rift&lt;br /&gt;
* [[User:redv|redv]] - Many Fixes&lt;br /&gt;
* [[User:FranciscoDA|FranciscoDA]] - Many Fixes, Win installer, &amp;amp; Game UI&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84]] - Jacob Deuchar - Fixes, Original Game and Original Game Pre-Release Materials archivist and researcher, Modmaker &lt;br /&gt;
* [[User:empty`void|empty`void]] - Many Fixes&lt;br /&gt;
* [[User:Jarskih|Jarskih]] - Many Fixes&lt;br /&gt;
* [[User:Makus|Makus]] - Community &amp;amp; PR, Website (forum) Hosting, Designer,Tranlator Ru, VK group founder (poster), FB page editor, Youtube channel editor&lt;br /&gt;
&lt;br /&gt;
Community:&lt;br /&gt;
&lt;br /&gt;
* [[User:Atrosha|Atrosha]] - Many Fixes, UI&lt;br /&gt;
* [[User:Blackwolf-Kuzoku|Blackwolf-Kuzoku]] - Initial German translation&lt;br /&gt;
* [[User:Jay Atkinson|Jay Atkinson]] - Small build instructions fix&lt;br /&gt;
* [[User:Kammerer|Kammerer]] - Russian translation, Fonts, Researcher &lt;br /&gt;
* [[User:kkmic|kkmic]] - Build fixes, readme fixes&lt;br /&gt;
* [[User:Przemyslaw Onak|Przemyslaw Onak]] - Saved game &amp;amp; serialization fixes&lt;br /&gt;
* [[User:Roger|Roger]] - Documentation fixes&lt;br /&gt;
* [[User:sfalexrog|sfalexrog]] - Android core, .cue image loader, audio backend core, fixes&lt;br /&gt;
* [[User:SolariusScorch|SolariusScorch]] - Small language fix&lt;br /&gt;
* [[User:Sonicelo|Sonicelo]] - Windows build fixes&lt;br /&gt;
* [[User:sparkstar|sparkstar]] - GameUI fixes&lt;br /&gt;
* [[User:Steve Schnepp|Steve Schnepp]] - Vagrant build&lt;br /&gt;
* [[User:5thAvenue|5thAvenue]] - Initial French translation&lt;br /&gt;
* [[User:Xracer|Xracer]] - Initial Spanish translation&lt;br /&gt;
* [[User:zigmar|zigmar]] - UI Scaling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
It&#039;s basically impossible to adequately credit everyone that has laid a hand on an open-source project, so here are the main sources. Rest assured if you helped us, we are thankful for it.&lt;br /&gt;
* [https://github.com/OpenApoc/OpenApoc/graphs/contributors All contributors on GitHub]&lt;br /&gt;
* [https://www.transifex.com/x-com-apocalypse/teams/ All translators on Transifex]&lt;br /&gt;
* [http://openapoc.org/widget-pages/team/ All testers]&lt;br /&gt;
* [# All platform porters]&lt;br /&gt;
* [http://openapoc.org/ All forum members]&lt;br /&gt;
* And the rest of the community at large: Players, fans, press members, let&#039;s players, etc. You know who you are.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Code ==&lt;br /&gt;
* [http://www.libsdl.org SDL2]&lt;br /&gt;
* [http://boost.org Boost]&lt;br /&gt;
* [http://www.nongnu.org/libunwind/download.html Libunwind]&lt;br /&gt;
* [http://glm.g-truc.net GLM]&lt;br /&gt;
* [http://libsmacker.sourceforge.net/ libsmacker]&lt;br /&gt;
* [http://lodev.org/lodepng/ lodepng]&lt;br /&gt;
* [https://github.com/richgel999/miniz miniz]&lt;br /&gt;
* [https://icculus.org/physfs/ physfs]&lt;br /&gt;
* [http://http://pugixml.org/ pugixml]&lt;br /&gt;
* [https://github.com/c42f/tinyformat tinyformat]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;br /&gt;
&lt;br /&gt;
== List for All (WIP you can add your self) ==&lt;br /&gt;
FOUNDER:&lt;br /&gt;
*PmProg&lt;br /&gt;
&lt;br /&gt;
PROGRAMMERS WHO PROGRAMM THINGS:&lt;br /&gt;
*PmProg&lt;br /&gt;
*JonnyH&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Skin36&lt;br /&gt;
*Supsuper&lt;br /&gt;
&lt;br /&gt;
MOD CREATORS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
&lt;br /&gt;
REVERSERS AND RESEARCHERS:&lt;br /&gt;
*Skin36&lt;br /&gt;
*Kammerer&lt;br /&gt;
&lt;br /&gt;
TESTERS:&lt;br /&gt;
*[[FilmBoy84]] - Jacob Deuchar&lt;br /&gt;
*Yataka Shimaoka&lt;br /&gt;
&lt;br /&gt;
TRANSLATORS:&lt;br /&gt;
*5thAvenue&lt;br /&gt;
*Blackwolf-Kuzoku&lt;br /&gt;
*Kammerer&lt;br /&gt;
*Skin36&lt;br /&gt;
*Xracer&lt;br /&gt;
&lt;br /&gt;
COORDINATORS, WRITERS, &lt;br /&gt;
VIDEO MAKERS, REPOSTERS, NEWSMAKERS, HELPERS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Makus&lt;br /&gt;
&lt;br /&gt;
MODERATORS, ADMINISTRATORS&lt;br /&gt;
*PmProg&lt;br /&gt;
*Makus&lt;br /&gt;
*SolariusScorch&lt;br /&gt;
*[[FilmBoy84]] - Jacob Deuchar&lt;br /&gt;
&lt;br /&gt;
DESIGNERS, ARTISTS:&lt;br /&gt;
*Makus&lt;br /&gt;
&lt;br /&gt;
== Our resources and managers (WIP you can add your self) ==&lt;br /&gt;
*GitHub: JonnyH, Istrebitel&lt;br /&gt;
*Forum: JonnyH (domain), Makus (hosting and scripts) &lt;br /&gt;
*Facebook: JonnyH (admin), FilmBoy84 (editor), Makus (editor)&lt;br /&gt;
*Youtube: JonnyH (admin), FilmBoy84 (editor), Makus (editor)&lt;br /&gt;
*Reddit: Istrebitel (starter), Makus (editor), FilmBoy84 (editor)&lt;br /&gt;
*Vkontakte: Makus (starter, editor), Kammerer, Skin36, Istrebitel&lt;br /&gt;
*Twitter: Makus&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=96800</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=96800"/>
		<updated>2020-09-08T12:48:33Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Added link to GOG forum article regarding current distribution problems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installing_(OpenApoc)&amp;diff=89902</id>
		<title>Installing (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installing_(OpenApoc)&amp;diff=89902"/>
		<updated>2019-11-21T13:02:11Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Updated Installation Instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple steps to play OpenApoc on Windows right now ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENGL 2.0 SUPPORTIVE VIDEO CARDS ARE REQUIRED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WINDOWS USERS: You will require the Visual C++ Libraries obtained from windows update to run OpenApoc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Keep in mind that it is ALPHA - this means bugs, crushes and not all features implemented, use our bug-tracker at https://github.com/OpenApoc/OpenApoc/issues to report bugs and navigate known ones)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1) Download the OpenApoc core files:&#039;&#039;&#039;&lt;br /&gt;
*#- Visit  https://ci.appveyor.com/project/OpenApoc/openapoc&lt;br /&gt;
*#- If you see a green bar next to the latest build then you can download it, if it&#039;s not green then go to HISTORY at the top and click another build that is green&lt;br /&gt;
*#- Click Platform x64 (or Win32 if you need 32bit binaries)&lt;br /&gt;
*#- Click ARTIFACTS&lt;br /&gt;
*#- Download the option that ends with a &amp;quot;.exe&amp;quot; (and without &amp;quot;debug&amp;quot; in it)&lt;br /&gt;
*#- Run the downloaded exe installer, this will guide you through the installation&lt;br /&gt;
*#- Use &amp;quot;portable install&amp;quot; if you want saves and settings to remain in the install directory&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Acquire the original X-Com Apocalypse CD-ROM and create an ISO Image of that, or use Steam&#039;s &amp;quot;cd.iso&amp;quot; or GOGs &amp;quot;xcom.cue&amp;quot;/&amp;quot;xcom.bin&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*#- If you have already specified the &amp;quot;cd.iso&amp;quot; location in the installer, you don&#039;t need to do this step&lt;br /&gt;
*#- You need have all files in the disc ISO file including MUSIC so only legit ISOs will work and not torrents that often lack the music&lt;br /&gt;
*#- If the disc image is in .iso format, rename it to &amp;quot;cd.iso&amp;quot;&lt;br /&gt;
*#- We also support the GOG .cue / .bin files!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Put cd.iso (image or folder) into the data folder under the specified OpenApoc install folder&#039;&#039;&#039;&lt;br /&gt;
*#- If you have already specified the &amp;quot;cd.iso&amp;quot; location in the installer, you don&#039;t need to do this step&lt;br /&gt;
*#- To use GOG .cue/.bin you rename the XCOM.cue file to &amp;quot;cd.iso&amp;quot;, put that in the OpenApoc data folder, then put the XCOM.BIN, without renaming it, into the data folder too&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4) Run and enjoy!&#039;&#039;&#039;&lt;br /&gt;
​&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re getting blank buttons in the main menu, most likely your system&#039;s native language is not english. OpenApoc already has translations in multiple languages, but doesn&#039;t have the fonts yet. Therefore, you will have to set it to english to work for now.&lt;br /&gt;
&lt;br /&gt;
=== Steps to change language to English ===&lt;br /&gt;
&lt;br /&gt;
# Create file named &amp;quot;OpenApoc_settings.conf&amp;quot; inside OpenApoc folder.&lt;br /&gt;
# Put these two strings of text in it and save:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Framework]&lt;br /&gt;
Language=en_GB.UTF-8&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
# Next time you launch OpenApoc, you&#039;ll be all set!​&lt;br /&gt;
&lt;br /&gt;
=== To make a full screen ===&lt;br /&gt;
&lt;br /&gt;
# Put these lines of text into a config file and save:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Framework.Screen]&lt;br /&gt;
Width=1920&lt;br /&gt;
Height=1080&lt;br /&gt;
Fullscreen=1​&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== To disable the intro movie ===&lt;br /&gt;
&lt;br /&gt;
# Put these lines of text into a config file and save:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Game]&lt;br /&gt;
SkipIntro = 1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
​&lt;br /&gt;
=== When you want to try out a newer version ===&lt;br /&gt;
&lt;br /&gt;
# Just repeat steps 2-4 above. At this time, better use a new folder and delete the old one every time you update, as an in-place update may bug out in some way.​&lt;br /&gt;
&lt;br /&gt;
Take note, this will be edited once the game is out&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=89664</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=89664"/>
		<updated>2019-08-17T09:23:51Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89663</id>
		<title>Unused Items (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89663"/>
		<updated>2019-08-17T09:23:12Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Further Changes to Zorium, clarifying the lore changes regarding power sources and the purpose of the post-supernova star.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of items that didn&#039;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&#039;t work or may crash the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/ Information adapted from FilmBoy84&#039;s post]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zorium&#039;&#039;&#039;: 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/ &amp;quot;One Way to Win&amp;quot;] 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
** &#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tracker Gun, Tracker Gun Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the first beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=89659</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=89659"/>
		<updated>2019-08-16T16:10:46Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:FilmBoy84&amp;diff=89652</id>
		<title>User:FilmBoy84</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:FilmBoy84&amp;diff=89652"/>
		<updated>2019-08-15T13:26:32Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Basic Details relating to OpenApoc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&lt;br /&gt;
== FilmBoy84 is a Developer, Researcher and Tester of OpenApoc ==&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Former owner of pre-release versions of X-COM Apocalypse commonly referred to as &amp;quot;Debug&amp;quot; (actually a series of rolling releases), &amp;quot;Beta1&amp;quot; and &amp;quot;Beta2&amp;quot;&lt;br /&gt;
Due to a hard disk drive error in 2001, he currently only has access to Beta2 but thankfully retained his notes from playing earlier versions and has documented much of the details of these versions on the OpenApoc forums&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;If you have, or know where to get hold of Beta1 or Debug versions of X-COM Apocalypse, please PM him so that these versions can be tested by the OpenApoc dev team&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89651</id>
		<title>Unused Items (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89651"/>
		<updated>2019-08-15T13:17:47Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Better URL linking for citation to OpenApoc forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of items that didn&#039;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&#039;t work or may crash the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/ Information adapted from FilmBoy84&#039;s post]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zorium&#039;&#039;&#039;: Most likely some sort of 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. This extra dimension was a key part of the [http://openapoc.org/threads/what-was-the-one-way-to-win.279/ &amp;quot;One Way to Win&amp;quot;] research that was cut from the final game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
** &#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tracker Gun, Tracker Gun Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the first beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89650</id>
		<title>Unused Items (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89650"/>
		<updated>2019-08-15T13:16:25Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Updated to link black sun stuff to source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of items that didn&#039;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&#039;t work or may crash the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information adapted from FilmBoy84&#039;s post at [http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zorium&#039;&#039;&#039;: Most likely some sort of 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. This extra dimension was a key part of the [http://openapoc.org/threads/what-was-the-one-way-to-win.279/ &amp;quot;One Way to Win&amp;quot;] research that was cut from the final game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
** &#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tracker Gun, Tracker Gun Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the first beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89649</id>
		<title>Unused Items (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89649"/>
		<updated>2019-08-15T13:08:55Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Aliens don&amp;#039;t use dimension generators for power, they access the source of their power through the dimension generators (It&amp;#039;s a post super-nova star that provides the power via a dyson sphere or similar construct)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of items that didn&#039;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&#039;t work or may crash the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information adapted from FilmBoy84&#039;s post at [http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zorium&#039;&#039;&#039;: Most likely some sort of 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
** &#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tracker Gun, Tracker Gun Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the first beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89648</id>
		<title>Unused Items (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89648"/>
		<updated>2019-08-15T13:05:55Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Small formatting error and deletion of superfluous info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of items that didn&#039;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&#039;t work or may crash the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information adapted from FilmBoy84&#039;s post at [http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zorium&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
** &#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tracker Gun, Tracker Gun Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the first beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89646</id>
		<title>Unused Items (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Items_(Apocalypse)&amp;diff=89646"/>
		<updated>2019-08-15T08:52:12Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Added details of unused items to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of items that didn&#039;t make it to the final version of the game [[Apocalypse]]. Some can be researched through the use of a game editor but most won&#039;t work or may crash the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information adapted from FilmBoy84&#039;s post at [http://openapoc.org/threads/observed-cut-functions-behaviours-items-and-units.241/]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zorium&#039;&#039;&#039;: Listed on the game files. Most likely some sort of energy source equivalent to Element-115. However, this was ultimately changed with the alien using the power of a post super-nova black sun or pulsar to power all of it&#039;s dimension technology trans-dimensionally&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
** &#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This provides ammunition to the Forceweb. It has no link to the Dimension Destabiliser or Dimension Force Field as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tracker Gun, Tracker Gun Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the first beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Timeline&amp;diff=88029</id>
		<title>X-COM Timeline</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Timeline&amp;diff=88029"/>
		<updated>2018-10-13T10:58:02Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Corrected &amp;quot;canceled&amp;quot; to &amp;quot;cancelled&amp;quot;. Added reference Genesis being somewhat fluid in timeline location.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[X-COM 연표|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: all pages listed contain spoilers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The X-COM Series=&lt;br /&gt;
&lt;br /&gt;
* [[Background (Enemy Unknown)|The First Alien War]] &lt;br /&gt;
** [[X-COM|X-COM: Enemy Unknown/UFO Defense]]&lt;br /&gt;
** [[Main Page#Enforcer|X-COM: Enforcer]]&lt;br /&gt;
* [[Interlude (Timeline)|Interlude]]&lt;br /&gt;
* [[Background (TFTD)|The Second Alien War]]&lt;br /&gt;
** [[TFTD|X-COM: Terror From The Deep]]&lt;br /&gt;
* [[Recovery (Timeline)|Recovery]]&lt;br /&gt;
** X-COM: Alliance (cancelled)&lt;br /&gt;
* [[Background (Interceptor)|The Frontier]]&lt;br /&gt;
** [[Main Page#Interceptor|X-COM: Interceptor]]&lt;br /&gt;
* [[Background (Apocalypse)|The Mega-Primus War]]&lt;br /&gt;
** [[Apocalypse|X-COM: Apocalypse]]&lt;br /&gt;
* X-COM: Genesis (cancelled - also linked to the Recovery period with Alliance as technology in the games was similar)&lt;br /&gt;
&lt;br /&gt;
==Material Sources==&lt;br /&gt;
* [[X-COM|UFO Defense/Enemy Unknown]] Game Manual &amp;amp; Game UFOPedia&lt;br /&gt;
* [[TFTD|Terror From The Deep]] Game Manual &amp;amp; Game UFOPedia&lt;br /&gt;
* [[Apocalypse]] Game Manual &lt;br /&gt;
* [[Main Page#Interceptor|X-COM: Interceptor]] Game Manual &amp;amp; Game UFOPedia&lt;br /&gt;
&lt;br /&gt;
==Back To==&lt;br /&gt;
&lt;br /&gt;
* [[Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: X-COM Timeline]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=87628</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=87628"/>
		<updated>2018-08-22T12:07:07Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: /* Security Turrets in Alien Dimension (Apoc) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=87627</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=87627"/>
		<updated>2018-08-22T11:39:11Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: /* Security Turrets in Alien Dimension (Apoc) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Real-Time_vs_Turn-Based_(Apocalypse)&amp;diff=87625</id>
		<title>Real-Time vs Turn-Based (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Real-Time_vs_Turn-Based_(Apocalypse)&amp;diff=87625"/>
		<updated>2018-08-22T10:50:05Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Added info regarding security turret operation in both RT and TB modes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
For each tactical mission, Apocalypse lets the player choose between [[Real-Time Combat (Apocalypse)|Real-Time]] &#039;&#039;&#039;(RT)&#039;&#039;&#039; and [[Turn-Based Combat (Apocalypse)|Turn-Based]] &#039;&#039;&#039;(TB)&#039;&#039;&#039;. Each mode provides a unique gameplay experience, added variety and replayability to the game. Although most players tend to favour one mode of combat over the other, I encourage experienced players to try an entire game using their weaker combat mode as a challenge and for a different gameplay experience.&lt;br /&gt;
&lt;br /&gt;
==Game play experience==&lt;br /&gt;
In real-time mode, all humans and aliens move simultaneously. The player can issue commands at any time and the action will play out continuously in &#039;real time&#039;. The battles can be frantic, with a lot of stuff going on at once, but the player can still pause or slow the game at any time to get a finer degree of control.&lt;br /&gt;
&lt;br /&gt;
Turn-based mode is closer to the traditional X-COM style. Teams (eg. X-COM vs the aliens) take it in turns to move their units, each being limited to some basic automatic reactions when it is not their turn. These battles have a greater emphasis on careful unit placement and anticipation of enemy moves.&lt;br /&gt;
&lt;br /&gt;
==Tactical advantages==&lt;br /&gt;
Since there are differences in the game mechanics of the two modes, it is important to develop tactics for each mode. Here are a couple of examples of advantages that the player has in one mode but not the other.&lt;br /&gt;
&lt;br /&gt;
===Real-time mode===&lt;br /&gt;
* Ability to respond to a new threat as soon as it appears - for example if you see a [[Popper]] in the distance you will have time to reposition/reorder your units to best deal with the threat. This makes fast melee enemies like Poppers, Brainsuckers and Hyperworms considerably easier in RT than TB because in TB that unit can charge and attack on the same turn that you see it.&lt;br /&gt;
* Dual wielding - in real-time mode, holding a weapon in each hand allows both weapons to fire simultaneously. This effectively doubles your firing rate (at the cost of some accuracy). In turn-based mode there is no firing rate advantage to dual wielding.&lt;br /&gt;
* Ability to dodge missiles, projectiles, and explosions in mid-animation. Easiest to do this with Teleporters.&lt;br /&gt;
* Teleporters are instantaneous. This would be equivalent to not costing any TUs in TB.&lt;br /&gt;
* Security Turrets, both in X-COM base defence and in the Alien Dimension Buildings will operate and fire until either depleted or destroyed. Turrets do not work at all in Turn-Based play.&lt;br /&gt;
&lt;br /&gt;
===Turn-based mode===&lt;br /&gt;
* Charge attack - you can run from some distance to get directly adjacent to your enemies and kill them at point-blank range without them being able to react in any meaningful way. This works even better when launching ambushes around corners or other blind spots. Teleporters are also quite deadly for this purpose. This makes tough enemies like Megaspawn and Psimorphs considerably easier in TB than RT because you can kill them without them being able to fire.&lt;br /&gt;
** Later in the game, you can obtain Personal Shields from Cult of Sirius raids by using the above method combined with Toxigun A ammo. You will require many many shots to kill a COS member with this, so trying to farm COS in this way becomes unfeasible in RT.&lt;br /&gt;
* Tag team attack - you can have several agents take turns at firing through a particular choke point (a doorway, for example). The advantage of this is that it effectively means all of your agents can fire through the choke point at once, whereas in real-time mode only one agent can at a time.&lt;br /&gt;
* Security Turrets, both in X-COM base defence and in the Alien Dimension DO NOT OPERATE at all.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape Overview]]&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Combat]]&lt;br /&gt;
* [[Real-Time Combat (Apocalypse)|Real-Time Combat]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=86214</id>
		<title>Unused Game Features (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=86214"/>
		<updated>2018-04-04T11:48:16Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: Added further reading link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of known cut-features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(Taken from [[FilmBoy84]]&#039;s post at [http://http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/ OpenApoc Forums])&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... A lot of these things are known and documented, particularly well, here:&lt;br /&gt;
https://tcrf.net/X-COM:_Apocalypse (A much better resource than UFOPedia for lost content)&lt;br /&gt;
&lt;br /&gt;
Most other &amp;quot;cut&amp;quot; content is as described on &amp;quot;The cutting floor&amp;quot; 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&#039;ve found some things that flesh out the content even further.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three known versions of pre-vanilla apocalypse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Debug&amp;quot; version&#039;&#039;&#039;; this was sent out to Q&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;First Beta&amp;quot;&#039;&#039;&#039;; frequently crashes and puts up &amp;quot;blank prompts&amp;quot;, 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 &amp;quot;beta cheats&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Second Beta&amp;quot;&#039;&#039;&#039;, most widely available pre-vanilla apocalypse. Intermittent &amp;quot;blank prompts&amp;quot; few crashes, effectively a &amp;quot;complete game&amp;quot; only with placeholder graphics in some places. All of the &amp;quot;cut&amp;quot; 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 &amp;quot;meant&amp;quot; to work prior to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With regards to Items, here&#039;s what testing has discovered that adds to the wiki information above:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker Gun, Tracker Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the second beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;X-COM could &amp;quot;capture&amp;quot; alien buildings in the debug version&#039;&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All Aliens and UFOs have their own &amp;quot;inventory&amp;quot; screens because multiplayer was intended for Apocalypse&#039;&#039;&#039; and X-COM could capture and use both aliens and UFOs as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Differences between versions ==&lt;br /&gt;
&lt;br /&gt;
It appears that only certain versions of the game have what is described in the &#039;&#039;&#039;[[Apocalypse Technical Manual]]&#039;&#039;&#039; as a &amp;quot;&#039;&#039;&#039;[[Learning AI]]&#039;&#039;&#039;&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
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/&lt;br /&gt;
&lt;br /&gt;
Additionally, a detailed documentation of the cut &amp;quot;Spy/Interrogation/Diplomacy&amp;quot; features can be found here: http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278/&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85583</id>
		<title>Unused Game Features (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85583"/>
		<updated>2018-03-12T15:55:19Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of known cut-features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(Taken from [[FilmBoy84]]&#039;s post at [http://http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/ OpenApoc Forums])&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... A lot of these things are known and documented, particularly well, here:&lt;br /&gt;
https://tcrf.net/X-COM:_Apocalypse (A much better resource than UFOPedia for lost content)&lt;br /&gt;
&lt;br /&gt;
Most other &amp;quot;cut&amp;quot; content is as described on &amp;quot;The cutting floor&amp;quot; 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&#039;ve found some things that flesh out the content even further.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three known versions of pre-vanilla apocalypse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Debug&amp;quot; version&#039;&#039;&#039;; this was sent out to Q&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;First Beta&amp;quot;&#039;&#039;&#039;; frequently crashes and puts up &amp;quot;blank prompts&amp;quot;, 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 &amp;quot;beta cheats&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Second Beta&amp;quot;&#039;&#039;&#039;, most widely available pre-vanilla apocalypse. Intermittent &amp;quot;blank prompts&amp;quot; few crashes, effectively a &amp;quot;complete game&amp;quot; only with placeholder graphics in some places. All of the &amp;quot;cut&amp;quot; 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 &amp;quot;meant&amp;quot; to work prior to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With regards to Items, here&#039;s what testing has discovered that adds to the wiki information above:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker Gun, Tracker Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the second beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;X-COM could &amp;quot;capture&amp;quot; alien buildings in the debug version&#039;&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All Aliens and UFOs have their own &amp;quot;inventory&amp;quot; screens because multiplayer was intended for Apocalypse&#039;&#039;&#039; and X-COM could capture and use both aliens and UFOs as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Differences between versions ==&lt;br /&gt;
&lt;br /&gt;
It appears that only certain versions of the game have what is described in the &#039;&#039;&#039;[[Apocalypse Technical Manual]]&#039;&#039;&#039; as a &amp;quot;&#039;&#039;&#039;[[Learning AI]]&#039;&#039;&#039;&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
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/&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85582</id>
		<title>Unused Game Features (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85582"/>
		<updated>2018-03-12T15:38:24Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of known cut-features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(Taken from [[FilmBoy84]]&#039;s post at [http://http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/ OpenApoc Forums])&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, delving around in the beta game a little i&#039;ve naturally come across things that were cut from vanilla, a lot of these things are known and documented, particularly well, here:&lt;br /&gt;
https://tcrf.net/X-COM:_Apocalypse (A much better resource than UFOPedia for lost content)&lt;br /&gt;
&lt;br /&gt;
Most other &amp;quot;cut&amp;quot; content is as described on &amp;quot;The cutting floor&amp;quot; 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&#039;ve found some things that flesh out the content even further.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three known versions of pre-vanilla apocalypse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Debug&amp;quot; version&#039;&#039;&#039;; this was sent out to Q&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;First Beta&amp;quot;&#039;&#039;&#039;; frequently crashes and puts up &amp;quot;blank prompts&amp;quot;, 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 &amp;quot;beta cheats&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Second Beta&amp;quot;&#039;&#039;&#039;, most widely available pre-vanilla apocalypse. Intermittent &amp;quot;blank prompts&amp;quot; few crashes, effectively a &amp;quot;complete game&amp;quot; only with placeholder graphics in some places. All of the &amp;quot;cut&amp;quot; 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 &amp;quot;meant&amp;quot; to work prior to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With regards to Items, here&#039;s what testing has discovered that adds to the wiki information above:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker Gun, Tracker Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the second beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;X-COM could &amp;quot;capture&amp;quot; alien buildings in the debug version&#039;&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All Aliens and UFOs have their own &amp;quot;inventory&amp;quot; screens because multiplayer was intended for Apocalypse&#039;&#039;&#039; and X-COM could capture and use both aliens and UFOs as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Differences between versions ==&lt;br /&gt;
&lt;br /&gt;
It appears that only certain versions of the game have what is described in the &#039;&#039;&#039;[[Apocalypse Technical Manual]]&#039;&#039;&#039; as a &amp;quot;&#039;&#039;&#039;[[Learning AI]]&#039;&#039;&#039;&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
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/&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85581</id>
		<title>Unused Game Features (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85581"/>
		<updated>2018-03-12T15:37:45Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of known cut-features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;(Taken from [[FilmBoy84]]&#039;s post at [http://http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/ OpenApoc Forums])&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, delving around in the beta game a little i&#039;ve naturally come across things that were cut from vanilla, a lot of these things are known and documented, particularly well, here:&lt;br /&gt;
https://tcrf.net/X-COM:_Apocalypse (A much better resource than UFOPedia for lost content)&lt;br /&gt;
&lt;br /&gt;
Most other &amp;quot;cut&amp;quot; content is as described on &amp;quot;The cutting floor&amp;quot; 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&#039;ve found some things that flesh out the content even further.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three known versions of pre-vanilla apocalypse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Debug&amp;quot; version&#039;&#039;&#039;; this was sent out to Q&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;First Beta&amp;quot;&#039;&#039;&#039;; frequently crashes and puts up &amp;quot;blank prompts&amp;quot;, 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 &amp;quot;beta cheats&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Second Beta&amp;quot;&#039;&#039;&#039;, most widely available pre-vanilla apocalypse. Intermittent &amp;quot;blank prompts&amp;quot; few crashes, effectively a &amp;quot;complete game&amp;quot; only with placeholder graphics in some places. All of the &amp;quot;cut&amp;quot; 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 &amp;quot;meant&amp;quot; to work prior to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With regards to Items, here&#039;s what testing has discovered that adds to the wiki information above:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Energy Pod&#039;&#039;&#039;: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forceweb&#039;&#039;&#039;: 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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Detector&#039;&#039;&#039;: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Destabiliser&#039;&#039;&#039;: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Force Field&#039;&#039;&#039;: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker Gun, Tracker Clip &amp;amp; Multi-Tracker&#039;&#039;&#039;: Probably the coolest feature cut from the game. In the second beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi-Grenade&#039;&#039;&#039;: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimension Shifter (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Structure Probe (CRAFT EQUIPMENT)&#039;&#039;&#039;: 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vortex Analyser (CRAFT EQUIPMENT)&#039;&#039;&#039;: If X-COM had successfully worked out that there were multiple alien dimensions, this piece of equipment would be made available to &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;X-COM could &amp;quot;capture&amp;quot; alien buildings in the debug version&#039;&#039;&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All Aliens and UFOs have their own &amp;quot;inventory&amp;quot; screens because multiplayer was intended for Apocalypse&#039;&#039;&#039; and X-COM could capture and use both aliens and UFOs as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Differences between versions ==&lt;br /&gt;
&lt;br /&gt;
It appears that only certain versions of the game have what is described in the &#039;&#039;&#039;[[Apocalypse Technical Manual]]&#039;&#039;&#039; as a &amp;quot;&#039;&#039;&#039;[[Learning AI]]&#039;&#039;&#039;&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
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/&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85580</id>
		<title>Unused Game Features (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85580"/>
		<updated>2018-03-12T15:17:50Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of known cut-features ==&lt;br /&gt;
&lt;br /&gt;
(Taken from [[FilmBoy84]]&#039;s post at [http://http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241/ OpenApoc Forums])&lt;br /&gt;
&lt;br /&gt;
So, delving around in the beta game a little i&#039;ve naturally come across things that were cut from vanilla, a lot of these things are known and documented, particularly well, here:&lt;br /&gt;
https://tcrf.net/X-COM:_Apocalypse (A much better resource than UFOPedia for lost content)&lt;br /&gt;
&lt;br /&gt;
Most other &amp;quot;cut&amp;quot; content is as described on &amp;quot;The cutting floor&amp;quot; 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&#039;ve found some things that flesh out the content even further.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three known versions of pre-vanilla apocalypse.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;Debug&amp;quot; version; this was sent out to Q&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;First Beta&amp;quot;; frequently crashes and puts up &amp;quot;blank prompts&amp;quot;, 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 &amp;quot;beta cheats&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;Second Beta&amp;quot;, most widely available pre-vanilla apocalypse. Intermittent &amp;quot;blank prompts&amp;quot; few crashes, effectively a &amp;quot;complete game&amp;quot; only with placeholder graphics in some places. All of the &amp;quot;cut&amp;quot; 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 &amp;quot;meant&amp;quot; to work prior to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With regards to Items, here&#039;s what testing has discovered that adds to the wiki information above:&lt;br /&gt;
&lt;br /&gt;
*Energy Pod: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
*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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
&lt;br /&gt;
*Alien Detector: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
*Dimension Destabiliser: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
*Dimension Force Field: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
*Tracker Gun, Tracker Clip &amp;amp; Multi-Tracker: Probably the coolest feature cut from the game. In the second beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*Psi-Grenade: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
*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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
*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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*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 &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
*X-COM could &amp;quot;capture&amp;quot; alien buildings in the debug version, 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.&lt;br /&gt;
&lt;br /&gt;
*All Aliens and UFOs have their own &amp;quot;inventory&amp;quot; screens because multiplayer was intended for Apocalypse and X-COM could capture and use both aliens and UFOs as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Differences between versions ==&lt;br /&gt;
&lt;br /&gt;
It appears that only certain versions of the game have what is described in the [[Apocalypse Technical Manual]] as a &amp;quot;[[Learning AI]]&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
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/&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85579</id>
		<title>Unused Game Features (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Game_Features_(Apocalypse)&amp;diff=85579"/>
		<updated>2018-03-12T15:11:50Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of known cut-features ==&lt;br /&gt;
&lt;br /&gt;
Currently, there are three known versions of pre-vanilla apocalypse.&lt;br /&gt;
&lt;br /&gt;
    The &amp;quot;Debug&amp;quot; version; this was sent out to Q&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
    The &amp;quot;First Beta&amp;quot;; frequently crashes and puts up &amp;quot;blank prompts&amp;quot;, 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 &amp;quot;beta cheats&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
    The &amp;quot;Second Beta&amp;quot;, most widely available pre-vanilla apocalypse. Intermittent &amp;quot;blank prompts&amp;quot; few crashes, effectively a &amp;quot;complete game&amp;quot; only with placeholder graphics in some places. All of the &amp;quot;cut&amp;quot; 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 &amp;quot;meant&amp;quot; to work prior to it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With regards to Items, here&#039;s what testing has discovered that adds to the wiki information above:&lt;br /&gt;
&lt;br /&gt;
    Energy Pod: This does provide ammunition to the forceweb. It has no link to the Dimension Destabiliser as suggested elsewhere&lt;br /&gt;
&lt;br /&gt;
    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 &amp;quot;stun&amp;quot; creatures within the 3x3 tile radius. It uses the Energy pod ammunition.&lt;br /&gt;
&lt;br /&gt;
    Alien Detector: Allows for identification of &amp;quot;micronoid infected VIPs or brainsucked civilians/gangs/police&amp;quot; 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 &amp;quot;safe&amp;quot; units and &amp;quot;hidden&amp;quot; aliens. X-COM can then be told to shoot the infected unit accordingly&lt;br /&gt;
&lt;br /&gt;
    Dimension Destabiliser: Does not use ammunition as suggested, appears to draw energy from the alien dimension as the Disrupter and Devastator do&lt;br /&gt;
&lt;br /&gt;
    Dimension Force Field: Appears to have no clear purpose, as per the wiki, though tinkering suggests it was more intended to form &amp;quot;barriers&amp;quot; on the Tactical game that agents could hide behind and shoot over. It&#039;s too large to be intended as a personal force field.&lt;br /&gt;
&lt;br /&gt;
    Tracker Gun, Tracker Clip &amp;amp; Multi-Tracker: Probably the coolest feature cut from the game. In the second beta it&#039;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 &amp;quot;tag&amp;quot; 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&#039;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&#039;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 &amp;quot;tagging&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
    Psi-Grenade: When exploding, this caused units to &amp;quot;panic&amp;quot; or &amp;quot;beserk&amp;quot; and even &amp;quot;flee&amp;quot; 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 &amp;quot;percentage damage&amp;quot; model. A great weapon against Psi-morphs and Micronoids.&lt;br /&gt;
&lt;br /&gt;
    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 &amp;quot;alien&amp;quot; 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 &amp;quot;win&amp;quot; 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 &amp;quot;alternate endings&amp;quot; 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 &amp;quot;ONE WAY TO WIN&amp;quot; piece of research can still be found in the vanilla game! The &amp;quot;One way to win&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
    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&#039;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.&lt;br /&gt;
&lt;br /&gt;
    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 &amp;quot;look&amp;quot;/&amp;quot;scan&amp;quot; for &amp;quot;vortexes&amp;quot; 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 &amp;quot;Dimension Shifter&amp;quot; to one of the other alien dimensions. Only when the &amp;quot;One way to win&amp;quot; research was completed did vortexes to the &amp;quot;final&amp;quot; alien dimension start to open. This allowed X-COM to &amp;quot;skip&amp;quot; some of the dimensions and truly destroy the alien threat if they were quick to research the &amp;quot;Real Alien Threat&amp;quot; and &amp;quot;One way to win&amp;quot; in quick succession.&lt;br /&gt;
&lt;br /&gt;
    X-COM could &amp;quot;capture&amp;quot; alien buildings in the debug version, 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.&lt;br /&gt;
&lt;br /&gt;
    All Aliens and UFOs have their own &amp;quot;inventory&amp;quot; screens because multiplayer was intended for Apocalypse and X-COM could capture and use both aliens and UFOs as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Differences between versions ==&lt;br /&gt;
&lt;br /&gt;
It appears that only certain versions of the game have what is described in the [[Apocalypse Technical Manual]] as a &amp;quot;[[Learning AI]]&amp;quot;. 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.&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=85578</id>
		<title>Credits (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=85578"/>
		<updated>2018-03-12T15:05:46Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: /* List for All (WIP you can add your self) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the hard-working men, women, androids and mind-controlled aliens who have helped.&lt;br /&gt;
&lt;br /&gt;
== OpenApoc Team (WIP) ==&lt;br /&gt;
Official developers:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]] - Project starter, Framework core, UI framework core, Game UI, FB poster&lt;br /&gt;
* [[User:Supsuper|Supsuper]] - Founder OpenXcom, Community &amp;amp; PR, Fixes, Game UI, UI framework&lt;br /&gt;
* [[User:JonnyH|JonnyH - Jonathan Hamilton]] - Fixes, Game UI, AI, Cityscape core, Battlescape, Framework core, Tileengine&lt;br /&gt;
core, data extraction, image/audio format loaders, UI framework, Windows Git&amp;amp;Appveyor Builds, Domain payer &lt;br /&gt;
* [[User:Istrebitel|Istrebitel]] - Fixes, Game UI, AI, Cityscape, Battlescape core, Framework core, data extraction, Active Videomaker, FB poster&lt;br /&gt;
* [[User:Skin36|Skin36]] - Initial Russian translation, Data extraction, documenting original behaviour, reverse engineering, Researcher&lt;br /&gt;
Our team:&lt;br /&gt;
* [[User:Blackwolf-Kuzoku|Blackwolf-Kuzoku]] - Initial German translation&lt;br /&gt;
* [[User:FranciscoDA|FranciscoDA]] - Fixes &amp;amp; Game UI&lt;br /&gt;
* [[User:Ivan Shibanov|Ivan Shibanov]] - Fixes, AI&lt;br /&gt;
* [[User:Jay Atkinson|Jay Atkinson]] - Small build instructions fix&lt;br /&gt;
* [[User:Kammerer|Kammerer]] - Russian translation, Fonts, Researcher &lt;br /&gt;
* [[User:kkmic|kkmic]] - Build fixes, readme fixes&lt;br /&gt;
* [[User:Makus|Makus]] - Community &amp;amp; PR, Website Hosting, Designer, VK poster&lt;br /&gt;
* [[User:Przemyslaw Onak|Przemyslaw Onak]] - Saved game &amp;amp; serialization fixes&lt;br /&gt;
* [[User:Roger|Roger]] - Documentation fixes&lt;br /&gt;
* [[User:sfalexrog|sfalexrog]] - Android core, .cue image loader, audio backend core, fixes&lt;br /&gt;
* [[User:SolariusScorch|SolariusScorch]] - Small language fix&lt;br /&gt;
* [[User:Sonicelo|Sonicelo]] - Windows build fixes&lt;br /&gt;
* [[User:sparkstar|sparkstar]] - GameUI fixes&lt;br /&gt;
* [[User:Steve Schnepp|Steve Schnepp]] - Vagrant build&lt;br /&gt;
* [[User:5thAvenue|5thAvenue]] - Initial French translation&lt;br /&gt;
* [[User:Xracer|Xracer]] - Initial Spanish translation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
It&#039;s basically impossible to adequately credit everyone that has laid a hand on an open-source project, so here are the main sources. Rest assured if you helped us, we are thankful for it.&lt;br /&gt;
* [https://github.com/OpenApoc/OpenApoc/graphs/contributors All contributors on GitHub]&lt;br /&gt;
* [https://www.transifex.com/x-com-apocalypse/teams/ All translators on GetLocalization]&lt;br /&gt;
* [http://openapoc.org/widget-pages/team/ All testers on Bug Genie]&lt;br /&gt;
* [# All platform porters]&lt;br /&gt;
* [http://openapoc.org/ All modders]&lt;br /&gt;
* [http://openapoc.org/ All forum members]&lt;br /&gt;
* And the rest of the community at large: Players, fans, press members, let&#039;s players, etc. You know who you are.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Code ==&lt;br /&gt;
* [http://www.libsdl.org/ SDL]&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx]&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image]&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp]&lt;br /&gt;
* [http://softagalleria.net/dirent.php Dirent API for Microsoft Visual Studio]&lt;br /&gt;
* [http://lodev.org/lodepng/ LodePNG]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;br /&gt;
&lt;br /&gt;
== List for All (WIP you can add your self) ==&lt;br /&gt;
FOUNDER:&lt;br /&gt;
*PmProg&lt;br /&gt;
&lt;br /&gt;
PROGRAMMERS WHO PROGRAMM THINGS:&lt;br /&gt;
*PmProg&lt;br /&gt;
*JonnyH&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Skin36&lt;br /&gt;
&lt;br /&gt;
MOD CREATORS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
&lt;br /&gt;
REVERSERS AND RESEARCHERS:&lt;br /&gt;
*Skin36&lt;br /&gt;
*Kammerer&lt;br /&gt;
&lt;br /&gt;
TESTERS:&lt;br /&gt;
*[[Filmboy84]] - Jacob Deuchar&lt;br /&gt;
*Yataka Shimaoka&lt;br /&gt;
&lt;br /&gt;
TRANSLATORS:&lt;br /&gt;
*5thAvenue&lt;br /&gt;
*Blackwolf-Kuzoku&lt;br /&gt;
*Kammerer&lt;br /&gt;
*Skin36&lt;br /&gt;
*Xracer&lt;br /&gt;
&lt;br /&gt;
COORDINATORS, WRITERS, &lt;br /&gt;
VIDEO MAKERS, REPOSTERS, NEWSMAKERS, HELPERS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Supsuper&lt;br /&gt;
*Makus&lt;br /&gt;
&lt;br /&gt;
MODERATORS, ADMINISTRATORS&lt;br /&gt;
*PmProg&lt;br /&gt;
*Makus&lt;br /&gt;
*SolariusScorch&lt;br /&gt;
*[[Filmboy84]] - Jacob Deuchar&lt;br /&gt;
&lt;br /&gt;
DESIGNERS, ARTISTS:&lt;br /&gt;
*Makus&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=85577</id>
		<title>Credits (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=85577"/>
		<updated>2018-03-12T15:05:05Z</updated>

		<summary type="html">&lt;p&gt;FilmBoy84: /* List for All (WIP you can add your self) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the hard-working men, women, androids and mind-controlled aliens who have helped.&lt;br /&gt;
&lt;br /&gt;
== OpenApoc Team (WIP) ==&lt;br /&gt;
Official developers:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]] - Project starter, Framework core, UI framework core, Game UI, FB poster&lt;br /&gt;
* [[User:Supsuper|Supsuper]] - Founder OpenXcom, Community &amp;amp; PR, Fixes, Game UI, UI framework&lt;br /&gt;
* [[User:JonnyH|JonnyH - Jonathan Hamilton]] - Fixes, Game UI, AI, Cityscape core, Battlescape, Framework core, Tileengine&lt;br /&gt;
core, data extraction, image/audio format loaders, UI framework, Windows Git&amp;amp;Appveyor Builds, Domain payer &lt;br /&gt;
* [[User:Istrebitel|Istrebitel]] - Fixes, Game UI, AI, Cityscape, Battlescape core, Framework core, data extraction, Active Videomaker, FB poster&lt;br /&gt;
* [[User:Skin36|Skin36]] - Initial Russian translation, Data extraction, documenting original behaviour, reverse engineering, Researcher&lt;br /&gt;
Our team:&lt;br /&gt;
* [[User:Blackwolf-Kuzoku|Blackwolf-Kuzoku]] - Initial German translation&lt;br /&gt;
* [[User:FranciscoDA|FranciscoDA]] - Fixes &amp;amp; Game UI&lt;br /&gt;
* [[User:Ivan Shibanov|Ivan Shibanov]] - Fixes, AI&lt;br /&gt;
* [[User:Jay Atkinson|Jay Atkinson]] - Small build instructions fix&lt;br /&gt;
* [[User:Kammerer|Kammerer]] - Russian translation, Fonts, Researcher &lt;br /&gt;
* [[User:kkmic|kkmic]] - Build fixes, readme fixes&lt;br /&gt;
* [[User:Makus|Makus]] - Community &amp;amp; PR, Website Hosting, Designer, VK poster&lt;br /&gt;
* [[User:Przemyslaw Onak|Przemyslaw Onak]] - Saved game &amp;amp; serialization fixes&lt;br /&gt;
* [[User:Roger|Roger]] - Documentation fixes&lt;br /&gt;
* [[User:sfalexrog|sfalexrog]] - Android core, .cue image loader, audio backend core, fixes&lt;br /&gt;
* [[User:SolariusScorch|SolariusScorch]] - Small language fix&lt;br /&gt;
* [[User:Sonicelo|Sonicelo]] - Windows build fixes&lt;br /&gt;
* [[User:sparkstar|sparkstar]] - GameUI fixes&lt;br /&gt;
* [[User:Steve Schnepp|Steve Schnepp]] - Vagrant build&lt;br /&gt;
* [[User:5thAvenue|5thAvenue]] - Initial French translation&lt;br /&gt;
* [[User:Xracer|Xracer]] - Initial Spanish translation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
It&#039;s basically impossible to adequately credit everyone that has laid a hand on an open-source project, so here are the main sources. Rest assured if you helped us, we are thankful for it.&lt;br /&gt;
* [https://github.com/OpenApoc/OpenApoc/graphs/contributors All contributors on GitHub]&lt;br /&gt;
* [https://www.transifex.com/x-com-apocalypse/teams/ All translators on GetLocalization]&lt;br /&gt;
* [http://openapoc.org/widget-pages/team/ All testers on Bug Genie]&lt;br /&gt;
* [# All platform porters]&lt;br /&gt;
* [http://openapoc.org/ All modders]&lt;br /&gt;
* [http://openapoc.org/ All forum members]&lt;br /&gt;
* And the rest of the community at large: Players, fans, press members, let&#039;s players, etc. You know who you are.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Code ==&lt;br /&gt;
* [http://www.libsdl.org/ SDL]&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer]&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx]&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image]&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp]&lt;br /&gt;
* [http://softagalleria.net/dirent.php Dirent API for Microsoft Visual Studio]&lt;br /&gt;
* [http://lodev.org/lodepng/ LodePNG]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;br /&gt;
&lt;br /&gt;
== List for All (WIP you can add your self) ==&lt;br /&gt;
FOUNDER:&lt;br /&gt;
*PmProg&lt;br /&gt;
&lt;br /&gt;
PROGRAMMERS WHO PROGRAMM THINGS:&lt;br /&gt;
*PmProg&lt;br /&gt;
*JonnyH&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Skin36&lt;br /&gt;
&lt;br /&gt;
MOD CREATORS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
&lt;br /&gt;
REVERSERS AND RESEARCHERS:&lt;br /&gt;
*Skin36&lt;br /&gt;
*Kammerer&lt;br /&gt;
&lt;br /&gt;
TESTERS:&lt;br /&gt;
*[[Filmboy84]] - Jacob Deuchar&lt;br /&gt;
*Yataka Shimaoka&lt;br /&gt;
&lt;br /&gt;
TRANSLATORS:&lt;br /&gt;
*5thAvenue&lt;br /&gt;
*Blackwolf-Kuzoku&lt;br /&gt;
*Kammerer&lt;br /&gt;
*Skin36&lt;br /&gt;
*Xracer&lt;br /&gt;
&lt;br /&gt;
COORDINATORS, WRITERS, &lt;br /&gt;
VIDEO MAKERS, REPOSTERS, NEWSMAKERS, HELPERS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Supsuper&lt;br /&gt;
*Makus&lt;br /&gt;
&lt;br /&gt;
MODERATORS, ADMINISTRATORS&lt;br /&gt;
*PmProg&lt;br /&gt;
*Makus&lt;br /&gt;
*SolariusScorch&lt;br /&gt;
&lt;br /&gt;
DESIGNERS, ARTISTS:&lt;br /&gt;
*Makus&lt;/div&gt;</summary>
		<author><name>FilmBoy84</name></author>
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