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thumbnails can be fixed later by someone which knows why I can't get thumbnails working
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second project
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THIS IS A WIP - TEMP DUMP
NEW PROJECT:


This page is parked here for partial draft-dump of a re-organistion+additional stuff, planned to replace "Cut Items and Features" content once all information is organised.  
==Unit Behavior==
A list of actions, abilities, reactions and more, within X-Com Apocalypse. All actions mentioned here are present in the final version release unless noted with '''Debug'''.


More things to add: "different cut mechanics", "unique to beta", minor others like pics and screens. integrating that into relevant sections within this newly written version (still using offsite computer), and condensing text to be readable 'like a cer service manual' (someone buddy said), so that it doesn't read like a novella (unless quoted). Still can't get thumbnails to generate when uploading a pic, however.
===Agents on Normal or Safe behaviour settings on Vanilla and BETA will:===
*Hide behind other agents that are kneeling and shoot over their heads
*Agents placed at a corner to a corridor will move back and forth between hiding "in cover" and exposing themselves around the corner to shoot/view
*Agents jump over 1-tile "gaps" in floors if it gets them to cover
*Agents will jump down a maximum of 1 tile if it gets them away from fire to another floor or if injured to get them to a safer place
*Agents will strafe back and forth whilst moving in and out of cover, even along a line of kneeling agents and shooting over their heads
*Agents will run away from fire
*Agents with a partially "stunned" value will run out of smoke to avoid being "gassed" further, this means that they can expose themselves to weapons fire but minimise the risk of falling unconscious
*Agents with no "stunned" value will remain in smoke to utilise it as cover though often go prone or kneel if both stances are selected
*Agents equipped with trackers (beta only) or scanners will "enhance" the behaviour of other agents in their squad (No effect on other squads). For example, agents in cover will respond to a blip by moving around corners to look down corridors or into rooms.
*Agents raise weapons in readiness in response to alien cries
*Agents raise weapons in readiness in response to nearby explosions, civilian screams and the sound of burning
*Agents respond to alien cries as per the documentation i have given in the relevant thread
*In Tactical Missions relating to Cityscape activity, spitters will wander around, when there are more than two **mobile** aliens on the map, trying to kill civilians (their main function it appears) and sniping at X-COM. If there are few aliens on the map, spitters will try to hide, often in obscure places of the map and in smoke until agents find them.
*In UFO recovery, spitters will frequently hide in the upper levels of the UFO trying to avoid engaging X-COM and not really being utilised by the aliens. If they do travel to the lower decks or outside it is with Anthropods or Skeletoid allies. This behaviour seems bugged; spitters are sitting ducks in UFO missions and should be more active IMHO having the AI waste them by sitting in the upper levels makes no sense.
*Brainsuckers can appear on maps at the start of a mission without having hatched from a pod
*Brainsuckers will run around the map until they find an X-COM agent, though they often "pause" and become inactive, this is likely a bug.
*Brainsuckers will attempt to run and leap on to the first agent they encounter to brainsuck them


Update: thumbnail problem to get fixed somehow (at a standstill currently), re-wording to past-tense where needed, and obvious things like spelling, format, flow, categorisation, and other minor details. Slowly! Until it is no longer a draft, it will remain here.
*https://www.youtube.com/watch?v=YE0AXGppZtU
**Brainsucker gets "stuck" and promptly shot after recovering from stun.
**Agents strafing and hiding around corners
**Brainsucker cry from the right of the screen (in darkness) allowing me to locate the last brainsucker and kill it winning the mission (cries can be used like this in vanilla, fortunately, my agent did not panic this time around as i sent him down a corridor alone).
**Anthropods working alone and not in groups as they did in beta
**Agents will react to alien sightings and fire whilst running, in this case saving me from a leaping brainsucker


=X-Com Apocalypse - History=
* Beta2 https://www.youtube.com/watch?v=_DvtnGSUsUU
A collection of features cut from the final release:
**Beta Footage in which the aliens sabotage their own brainsuckers by destroying the escape route to the cityscape for a lone brainsucker. Also shows Anthropods sending two units to attack X-COM, massing, then attacking in a second wave.
* Hidden features which can be easily found in the game folders.
* Removed items with some remnants of their intended purpose found by exploring the game code.
* Pre-release beta versions containing some working features but were cut to meet a production deadline.
* Features mentioned throughout the production timeline but were removed.<br>
and<br>
* Supporting information relevant to the official release.


==Introduction==
* Beta2 https://www.youtube.com/watch?v=ymA41OrS5HE
Two excerpts from the official '''Mythos Games''' website explaining a vision of what the game could have been, versus the reality of hardware limitations and time restrictions.
**OK, another behaviour update. This time regarding the Alien's use of SMOKE grenades and going prone to crawl forwards when under fire.
**A few playtests of both vanilla and beta reveal that the aliens will start to use smoke grenades regularly after week 2 or once disruptor tech arrives in the aliens arsenal (tied to X-COM score and in lore presumably having got them from gangs or the CoS as they even appear on UFOs).
**Anthropods and Skeletoids appear to have enough intelligence to throw smoke grenades before an attack then run in for the kill.
**In the beta footage below (which gives the best example, though the behaviour is in vanilla too), a skeletoid even throws a smoke grenade behind one UFO door (making me thing they are about to emerge from there) but flanks around and exits via the other door before throwing another two smoke grenades and then attacking (and quickly being killed). Just one skeletoid performs this attack as (unknown to me) the aliens are massing in the UFO for another three waves of attacks. This starts from about 3:40 in the video ;)
**At around 6:40 also note the skeletoid going prone and crawling towards the X-COM agents who are attacking it...
**Finally at approximately 8:10, look how one of the agents successfully dodges not one, but two entropy missiles that the aliens have kept hidden till the end of the mission (i didnt even know they had started to equip them at this point). So entropy missiles can be dodged just as vehicles dodge missiles...


<pre>
*https://www.youtube.com/watch?v=cXQBr77PsAo
After completing this game I know how Francis Coppola felt after filming 'Apocalypse Now'. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers 'X-Com: Apocalypse' finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-COM agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations.
**Megapol does not fight back until a significant number of officers are dead (which is tied to the organisation relations)
There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging. We decided right at the start of the project to include an option for real time tactical combat or turn based. This decision alone caused many of the headaches for the programmers, but the final implementation of the real time combat stands up as a truly innovative system.
**Megapol spams officers that will group, throw grenades, attack, retreat, regroup and attack in another wave (much like the aliens)
</pre>
**Megapol uses stun and smoke grenades as well as standard explosives
**Megapol buildings contain equipment that can be looted; even Elerium!!
**Megapol uses it's own equipment, unless X-COM has sold alien weapons to the "city" in which case some Megapol officers carry disrupter weapons (not shown in this video but observed in other playthroughs)
**X-COM agents can spot capturable equipment within a certain radius, even without LoS (Most likely a bug)
*https://www.youtube.com/watch?v=HbScwE6u1DI
** Marsec is very reserved in committing units, MarSec agents retreat from direct conflict and do not group and attack in waves like Aliens, CoS or Megapol
** Marsec attempts to flank the player then blast them with missiles (I lose a squad in the video below whilst dealing with other Marsec units that are running from me to a second group of Marsec Agents that emerge from my left flank)
** Marsec equipment is used by all Marsec units. They do not appear to purchase alien tech from X-COM like Megapol does.
** Marsec will use Alien tech if they become controlled by the Aliens.
*Found a behavior on the megaspawns, as usual they attack from afar, but when approached, quickly retreats. They will only stop retreating if they got away from the unit that approached them or when cornered, this is tested on realtime, in turn based however this doesn't apply
**With regards to turn-based, they do appear to do the same, however there are some issues with their TUs and how much they can actually do. A retreat will only occur if they cannot fire at a unit first, if they fire their weapons they cannot retreat. Generally however, their movement is away from X-COM agents in TB Mode...
**They also have an annoying habit of grouping together in vanilla... In Beta2 they don't group but are often surrounded by lots of Anthropods used as shields or near poppers that have been held back.
*FilmBoy can you confirm this behavior of all aliens that can use grenades? In one of my test in realtime, I killed a bunch of them in a room, when I moved my agents in, there is this one alien that went yolo, and tossed a grenade in the room, blowing all the grenades in the floor, killing my entire squad in the process, as well as himself. However it doesn't apply with the room being empty, so was this a rare behavior in some sort?
**In game versions with the nerfed AI it appears to be related to chance, the alien has a "random" factor that it will choose to throw a grenade in a room of explosive munitions or simply as a means to kill massed agents
**In game versions with the Learning-AI if grenades have been good at killing agents previously, the aliens will use them more frequently, increasing the chance of them creating chain reactions as munitions go up. Aliens will also utilise the boomeroids "jump/travel" feature to attack around corners and through doors also
**In short though, it all boils down to chance and circumstance as to whether or not grenade capable aliens kill your agents with grenades. Learnt behaviour only increases that chance on a player-by-player basis and only if the player has been vulnerable to grenades in previous actions, if not, the chance of a grenade being used is still low.
**Things were different in Beta: Grenades were often used to spam X-COM once the aliens learnt through the extended AI how effective the action was and it was brutal... Couple that with Alien numbers far higher than vanilla (as it should be IMHO - this is an invasion) it's a recipe for disaster...
**https://www.youtube.com/watch?v=WKvkHbzvgzg


Source:<br>
===Unique to BETA (Does all of the above plus these behaviours too):===
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts
*Anthropods and Skeletoids will swarm together, attack in groups, then quickly retreat before agents have time to respond. I rarely encounter single units of these types in the Beta, if I do they are often trying to exit (see below) or looking for more Aliens to group up with.
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse
*Aliens will methodically move through through a map in groups of 2-5 until they find X-COM, they then retreat, CRY FOR HELP (which attracts other aliens of all types) and attack again this makes them hard to fight as you always face numbers of aliens and killing a few forces them to retreat and regroup. It's very "Cat and Mouse" and a joy to play for an experienced player but a nightmare for casual players who will find it too hard (Guess this is why such behaviour was removed)
*If there are two or less Anthropods/Skeletoids on a map they will head towards the map exits and fall back to the cityscape, this doesn't end the mission as all other alien types remain until X-COM knocks them out or kills them, but it does allow the Aliens to keep foot soldiers in Mega-Primus for a longer time before they expire (as per the alien life cycle)
*Cult of Sirius use EXCESSIVE amounts of incendiary weaponry spamming incendiary grenades and incendiary missiles of various types this is different to vanilla where they spam explosive weapons. The cult is a fearsome opponent as a result and their behaviour causes buildings to collapse as they burn around your agents; this often lags the game which may be why the CoS was changed to using Explosive weaponry? I wonder if BETA behaviour could be reintroduced now we have better CPUs (maybe as an option)
*Aliens with disruptor weaponry will fire randomly in the direction they believe X-COM to be hiding (or have previously seen agents), other aliens using the covering fire of their colleagues will then attempt to flank agents and come in to kill from behind
*Aliens SPAM brainsuckers; i've faced waves of the things from the first battle!
*Aliens crouch, go prone and move around a lot more to use cover in a similar manner to the vanilla X-COM agents
*As per the Vanilla release, in tactical missions relating to cityscape activity, spitters will retreat to obscure places of the map to hide when the number of aliens are low. However, if X-COM take more than a few minutes (in real-time) or around 10 turns (in TB) to find the spitters, they will retreat to an exit and use the cityscape to infect another building keeping the presence of aliens in the cityscape for longer. They may or may not travel to the same location as escaping Anthropods and Skeletoids so it is possible that missions in which X-COM does not clear the map will result in lots more alien incidents in the cityscape later, albeit with weaker alien numbers.
*Spitters tend to group together en-masse (as the lore suggests that they can) and it is not uncommon to find five or more together
*Aliens "tagged" with a tracker gun will try to escape from combat to the cityscape; it appears the intent was to allow for players to follow aliens around the city much in the same way we were meant to be able to follow the VIPs of organisations (for which the cells were created). However, the Spitter is NOT meant to be an intelligent creature, so this may be why in Vanilla they simply sit around in cover waiting to be found.
*Brainsuckers will form in groups and rush at X-COM agents in waves
*Aliens armed with Brainsucker launchers will, if failing to find X-COM quickly, fire off all their pods, wait for them to hatch, then follow the wave of brainsuckers towards X-COM agent areas and armed civilians/gang members/police.
*Lone brainsuckers that cannot find another alien will attempt to leave the map to further alien infection of the city via the cityscape. This can result in alien activity missions in which there will only be a lone brainsucker, that can retreat again if not killed quickly. Forming a chain of alien activity missions across the cityscape until the brainsucker infects a civilian, VIP, X-COM or is killed; something that can be really frustrating if you are not quick to kill the alien. I guess this may be why the feature was removed from brainsucker behaviour but it's still pretty cool nonetheless and compliments the "cat and mouse" behaviour of other aliens in the beta.
*Brainsuckers WILL attack armed civilians to control them (I love this feature, so much more realistic to lore) and then direct those civilians towards known X-COM locations. There is however a bug in which brainsuckers occasionally try to attack UNARMED civilians which is pointless apart from adding to the civilian casualty figures.
*Brainsucked civilians or gang/police members that cannot form into groups will attempt to leave the map if they are injured and cause more alien incidents later. They can also trigger gang/police wars if a gang member is brainsucked and attacks a rival gang when returning to the cityscape
*Brainsucked civilians or gang/police members that are "tagged" with a tracker can be used to follow organisations that are being infiltrated by the aliens as when returning to the cityscape it appears that "tagged" units will try to fall back to the nearest building owned by a parent organisation or attack a building hostile to that organisation. I've followed a brainsucked unit across the cityscape to attack one of my bases only minutes later, and having found more allies from the parent organisation before moving in!


<pre>
*'''It appears from BETA play that the intent was to have a similar AI to X-COM for the aliens but it was drastically nerfed or removed in part by release to make play easier for newcomers to the game regardless of difficulty mode. -[[FilmBoy84]]'''
Game Storyline
The year is 2084 and human civilization has undergone some fundamental changes since the last alien incursion. In an attempt to overcome Earth's problems without abandoning the planet altogether, self-contained cities called Megalopolises were erected around Earth in the year 2046.
Game Play
The majority of the game play takes place within the largest Megalopolis on the planet, MegaPrime. This vast city, however, is more than just a combat zone. To play the game well, players must immerse themselves in the society of Megalopolis, learning key information through interrogation of suspects and the investigation of organizations within the city. At the start of each game, the city of Megalopolis, the character skill sets and the alien universe are all uniquely generated to increase game replayability.
The in-game action of X-COM
Apocalypse falls into three distinct phases. The player investigates many strange, inexplicable incidents throughout the city. Inevitably these lead to conflicts with alien entities and their servants, in all kinds of locations within the city. The second phase features aliens beginning to send their larger invasion forces into direct, real-time combat with X-COM attack craft above the city. The final phase involves real-time squad level combat action sequences using an updated version of the familiar X-COM combat system. The aliens invade the city, running amok in the huge buildings and drawing players into the strange alien dimension. Players can choose either turn-based or real-time combat.
Additional Game Features
The X-COM agents have the same abilities as in the earlier X-COM titles with many additions including interrogation skill, perceptive ability, biochemistry, quantum physics understanding, forensics, engineering, sanity, driving skill and flying skill. The action is more lifelike, featuring SGI-rendered agents and aliens that can crawl, jump, climb, kneel, stand, run and walk.
</pre>


Source:<br>
*Found an odd behavior of the poppers, in the demo version, they will hide, wait till anthropods or skeletpoids to pin down your agents before attacking, while in vanilla, they'll just attack you head on
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html
**Yes, the same behaviour is in Beta. It's a much more effective use of poppers by the aliens and not easy to combat for first-time players.
SGI:<br>
**I guess this is why the behaviour was modified for some final release versions.
*https://en.wikipedia.org/wiki/SGI_Visual_Workstation
**Versions with the partially working "Learning AI" do use this strategy, but only after week 6 by which time poppers are easily one shotted by devastator/disruptor fire... So it's rare to see it succeeding.
**Best demonstrated under vanilla during battleship UFO investigations... Once you get through those tunnels and into the UFO entrance (but past the megaspawn) there are often poppers held in reserve there...
*Agents, Aliens and Others will all turn to face nearby sounds such as footsteps of other units... Not just their cries... This allows them to spot enemies sooner. - Tested by leaving agents in one spot facing all to the SE of the map. When the aliens approached the agents turned automatically towards the sound of them moving. Some agents also used that prompt to look for cover and use it.
*Agents that have wounds will move to cover and if equipped with a medkit AND a free hand will attempt to heal themselves if in Evasive/Cautious Mode. Aggressive Mode ignores this behaviour. If the agent does not have a free hand they do not reach for a medkit in their equipment.


==Pre-Release Versions==
There are four '''builds''' known before the final version:
*'''Debug''' Only sent out to "Quality And Assurance/Debuggers", no public release. This X-Com Apocalypse version contained all of the cut content and cut functionality in its current state at that time before it was removed. Additional options were unique cheats to aid in testing the game. A total of nine randomly generated alien dimensions were planned (three were complete) with an alternate ending if X-Com did not find all nine alien worlds.
<pre>
Alternate endings:
1) Earth is destroyed due to X-Com's failure to succeed in combat, destructon of all bases, excessive negative funding. (Very Bad Ending)
2) Planet Earth is teleported into the main alien dimension due to massive infiltration then stripped of resources with the remaining population becoming slaves or food. (Bad Ending)
3) X-Com destroys the main alien dimension but does not discover the other dimensions which the aliens have populated. Earth appears to have been saved but is eventually destroyed as revenge. (False-Win ending)
4) The main alien dimension is either destroyed or sealed once all other dimensions are discovered or conquered. (Good Ending)<br>
See below: '''One Way To Win'''
</pre>
*'''First Beta''' This X-Com Apocalypse version was unstable due to the removal/disabling of ''content and functionality'' which was chosen earlier to be cut. The nine dimensions were scrapped in favour of just one human world and one alien world with the main antagonist being the Micronoid lifeform. (Alternate Endings #1 and #2 were combined when the player lost (Bad Ending) with a new winning ending being made: ''"We did it! Yeeessss!"'' (Good Ending). It frequently crashed due to missing data, a broken research tree, and program critical errors. It was not possible to complete the game unless cheats or work-arounds were used. A working "Skirmish Mode" and a "Multiplayer(Peer-To-Peer) Mode" were present but was prone to errors and desynchronisation.
*'''Official Demo''' An official public release made available on 15th April 1997. It contains a single, playable battlescape combat mission.
*'''Second Beta''' Not intended for wide public distribution. A common pre-release build of X-Com Apocalypse which was mostly complete except for intermittent crashes and missing graphics in certain areas. Remnants of the cut content and cut functionality were present within the gamefiles but all had been removed or disabled when playing the game, with a few exceptions. Some of the disabled content is still present within the installation and can be found via [[Utilities_(Apocalypse)|editors]] but has no use in-game. The executable (xcomapoc.exe) has a date of 12th June 1997 which is after the official game release due to planned patches and corrections. This build contains remnants of the "Skirmish Mode" with complete removal of "Multiplayer Mode", which did not work.
====Final Release====
Once the game was stable, two global versions were released in 1997. A United Kingdom (UK) version and a United States (US) version. There are minimal differences between the two, most obvious being the title screen.
<gallery>
Image:Title_Red_(Apocalypse).png|frame|300px|UK version Title Screen
Image:Title_Blue_Apocalypse.png|frame|300px|US version Title Screen
</gallery>


=Cut, Deleted, Removed, Hidden=
* "UFOpeadia" text is sourced from '''UFOPAEDI/paedia.mt''', from the commercial release of X-Com Apocalypse.
* "In-game text" is any text that appears within the Agent Equip screen or if on a battlescape when using the cut content.
* "Debug text: only appears if any previous versions had relevant text.


===Name Change===
Mega-Primus was originally called "MegaPrime"


==Agent Equipemnt==
==Source content ==
 
===Mind Shield===
[[Image:Cut_Item_MndShld_(Apocalypse).png|left]]
[[Image:xcom3-mindshield.png|200px|right]]
UFOpeadia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.<br>
In-game text: <none><br>
Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.<br>
 
This device was intended, as text above, to complement an agent's [[Psionics_(Apocalypse)|psionics skills]] and functionality. The removal of this device was not complete and it still can be found within [[Marsec]] owned buildings when performing a raid however, it can only increase an agent's Psi-Defence skill when it is active (denoted by a white outline) and held in the hand. The device has an unintented effect of permanently increasing the Psi-Defence attribute if the Mind Shield remains active when the mission is completed or that agent has escaped the battlescape.
<br clear="all">
 
===ForceWeb===
[[Image:Cut_Item_ForceWeb_(Apocalypse).png|left]]
[[Image:xcom3-forceweb.png|200px|right]]
UFOpaedia: An energy beam device which can render a target immobile for a short period of time. The target remains conscious but is unable to move or use equipment.<br>
In-game text: <none><br>
 
This weapon was to behave like weak version of the [[Megapol_Stun_Grapple|Stun Grapple]] but with a local area-effect stun. It was designed to capture multiple small units within a small 3x3 area or for use against a single large alien. Prior to removal, the stun grapple was unable to affect large lifeforms so this was the weapon to use. The Beta version of the game has a working weapon but without any animation effect. It was to use the Energy Pod ammunition. The fire-weapon sound effect is the same as the Stun Grapple.
<br clear="all">
 
===Dimension Destabilizer===
[[Image:Cut_Item_DimenDestab_(Apocalypse).png|left]]
[[Image:xcom3-destabilizer.png|200px|right]]
UFOpaedia: An X-COM developed Disruptor Beam weapon based on Alien technology. It is a faster firing and more effective weapon than the Devastator Cannon.<br>
In-game text: Destabilization<br>
 
This weapon was to be an X-Com derived version of the alien's disruptor weapon technology with the same recharging function but able to fire rapidly. Intended to fit between the [[Disruptor_Gun|Disruptor Gun]] and the [[Devastator_Cannon|Devastator Cannon]] within the research tree. Energy Pod ammunition is relevant to this weapon somehow but having a recharging function may have been caused errors, prompting removal. The fire-weapon sound effect is the same as the Devastator Cannon.
<br clear="all">
 
====Energy Pod====
[[Image:Cut_Item_EnrgPod_(Apocalypse).png|left]]
[[Image:xcom3-energypod.png|200px|right]]
UFOpaedia: <none><br>
In-game text: Disruptor Beam<br>
 
This ammunition object is used by two weapons: ForceWeb and Dimension Destabiliser. This ammunition does not work. [[Transtellar]] facilities may still have this item appear within their buildings (from raiding) in early versions of the game. See [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|DOS vs Pentium versions]].
<br clear="all">
 
===Dimension Force Field===
[[Image:Cut_Item_DimenFF_(Apocalypse).png|left]]
[[Image:xcom3-forcefield.png|200px|right]]
UFOpaedia: <none><br>
In-game text: Incendiary<br>
 
This weapon has no effect and has an unknown purpose. The name suggests it was used to project a defensive barrier as a sort of instant [[Take_Cover!|cover]] or to block passage through a doorway etc. Sound is unknown.
<br clear="all">
 
===Tracker Gun===
[[Image:Cut_Item_TrackGun_(Apocalypse).png|left]]
[[Image:xcom3-trackergun.png|200px|right]]
UFOpaedia: NOT USED<br>
In-game text: Tracker Dart<br>
 
This weapon was used to ''tag'' units (typically VIPs) on the battlescape to allow them to be tracked across MegaPrime if they escaped the battlefield or if X-com units retreated and fled the mission. Their position would be similiarly marked as with X-Com agents when they use people tubes in the final release but would instead, use a "red man and yellow circle" icon. The "marked" person was then able to be stunned and captured on a subsquent mission (a raid?) and since they were "tagged" they would be sent to the '''Cells''' within an X-Com base. It used a fire-weapon sound unique to this weapon (TRAKGUN.RAW).
<br clear="all">
 
====Tracker Gun Clip====
[[Image:Cut_Item_TrackGunAmmo_(Apocalypse).png|left]]
[[Image:xcom3-trackmag.png|200px|right]]
UFOpaedia: NOT USED<br>
In-game text: Tracker Dart<br>
This ammunition object is used by the Tracker Gun. It used an ammunition-impact sound unique to this projectile (TRAKHIT.RAW).
<br clear="all">
 
===Multi-Tracker===
[[Image:Cut_Item_MultiTrack_(Apocalypse).png|left]]
[[Image:xcom3-multitracker.png|200px|right]]
UFOpaedia: NOT USED<br>
In-game text: <none><br>
 
This device was used to locate ''tagged'' individuals on the battlescapse which were earlier marked with the Tracker Gun. The device uses a mini-map screen similiar to the in-game [[Motion_Scanner_(Apocalypse)|Motion Scanner]] but only displays the marked target and the user as a simple white dot. 
<br clear="all">
 
===Alien Detector===
[[Image:Cut_Item_AlnDet_(Apocalypse).png|left]]
[[Image:xcom3-detector.png|200px|right]]
UFOpaedia: <none><br>
In-game text: <none><br>
 
This device was used to find [[Micronoid_Aggregate_(Apocalypse)|Micronoid]] infected units that were not currently hostile to X-Com within the battlescape. The game allowed some infected units to not automatically become hostile as a way to infiltrate an organisation at a later time, by not being killed. The device uses a mini-map screen similiar to the in-game Motion Scanner but is more accurate and uses coloured dots.
<br clear="all">
 
===Psi-Grenade===
[[Image:Cut_Item_PsiGren_(Apocalypse).png|left]]
[[Image:psibomb.png|200px|right]]
UFOpaedia: A device which causes a Psionic disruption blast. Any target with high Psionic capability is particularly vulnerable to Psi-grenades. The blast will drain Psi-energy and possibly render the target unconscious.<br>
In-game text: Psi-Blast<br>
 
This weapon was a thrown grenade which, upon exploding, would cause units to "Panic" by reducing their Psi Strength, Psi Defence skills would also reduce their [[Agents_Stats_(Apocalypse)#Morale.2FBravery|Bravery]] attribute based on a percentage calculation. The effect of this grenade, "Psionic Blast", was removed also. Does not use any sound effects.
<br clear="all">
 
==Facilities==
 
===Security Turrets===
[[Security_Station_(Apocalypse)|Security turrets]] were used within some X-Com facilities. Turrets were used to suppress any uprisings and to thwart any attempt of rescue of prisoners or live aliens during a [[Base_Defense_(Apocalypse)|base defence]] mission. [[Alien_Containment_(Apocalypse)|Alien Containment]] in the final version still has the turrets pictured within the UFOpaedia entry but these do not appear if the facilty is built. Other facilites which were cut also had some security functionality. Security Stations are the only facilities in the final version which use turrets.
 
===Advanced Alien Containment===
[[Image:Cut_Facil_AlnCont_(Apocalypse).png|left]]
[[Image:xcom3-bigaliencont.png|200px|right]]
UFOpaedia: NOT USED IN GAME ANYMORE!<br>
In-game text: <none><br>
 
An X-Com facility which was an advanced version of the normally available Alien Containment. It was designed to hold the large lifeforms ([[Psimorph_(Apocalypse)|Psimorph]], [[Megaspawn_(Apocalypse)|Megaspawn]], [[Overspawn_(Apocalypse)|Overspawn]] and [[Queenspawn_(Apocalypse)|Queenspawn]]) and had its capacity tripled. An extra function of this facility was to allow X-Com agents to interrogate the aliens to extract information. [[Advanced_Security_Station_(Apocalypse)|Advanced security turrets]] were present.<br>
<br clear="all">
 
===Cells===
[[Image:Cut_Facil_Cells_(Apocalypse).png|left]]
[[Image:xcom3-cells.png|200px|right]]
UFOpaedia: NOT USED<br>
In-game text: <none><br>
 
An X-Com facility intended as a prison to hold hostages, criminals, politicians, etc. It functioned as similiar to laboratories but agents were assigned to interrogate prisoners by using their (cut) skills of Interrogate, Perception, etc. Security turrets were present.
<br clear="all">
 
===Advanced Cells===
NO IMAGES REMAIN of this cut item.<br>
UFOpaedia: <none><br>
In-game text: <none><br>
An X-Com facility intended as a prison which had further functionality to that of the smaller Cells. The Advanced Cells added torture as an additional interrogation technique. This was cut early due to corrupted graphics, error-prone turrets, program crashes etc. Advanced security turrets were present.
<br clear="all">
 
===Repair Bay Vehicles===
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|left|200px|Annihilator]]
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|right|200px|Police car]]
Base defence missions which contained a [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] would have a vehicle appear inside the facility. The vehicle was vunerable to damage and could be destroyed. The cut feature was removal of an vehicle appearing but the facility remained in the final version and still has a vehicle pictured.
<br clear="all">
 
==Units==
<pre>
Each corporation had a leader who could be tailed, arrested, interrogated or assassinated.  X-COM agents could spy on other organisations to gain valuable information. "Mythos Games"
</pre>
* Every [[Organizations|organisation]] had a Leader which usually resided within their [[Corporate_HQ_(Apocalypse)|Corporate Headquarters]] or [[Temple_of_Sirius_(Apocalypse)|Temple]] but was able to travel around MegaPrime to conduct 'business' such as extortion, coercion, sabotage, assassination, etc.
* Each organisation could recruit a Spy with a set of skills that allowed them to assume the identity of others, obtain information by stealth, influence their command structure, steal technology, assassinate etc.
<br clear="all">
===Politicians And ''Very Important People''===
[[Image:Vipttl.png|left|200px|"Vipttl.pcx" Ufopeadia Title Page - VIPs]]
UFOpaedia: <nowiki>!!!!Blank - Unused (WAS VIP TITLE PAGE)</nowiki><br>
In-game text: <none><br>
Debug text: VIPs, Police Chief, Politician, Corporate Boss, Gang Boss, Alien Attacks VIP, Crazed VIP Attacks VIP, VIP spotted. Do you wish to tail this VIP?, Observe VIP.<br>
 
These unit types were able to be captured via the Tracker Gun weapon and then placed into the Cells facility. Information extracted via interrogation provided details of alien infestations, inter-organisation relationships and possible unit locations. If the imprisoned unit was not longer useful, a ransom could be offered to return this inportant person, or they could be executed if deemed a threat.
<br clear="all">
 
===Gang Leaders===
[[Image:S-title.png|200px|left]]
[[Image:CultLdr_Batt_360_(Apocalypse).png|frame|right|Cult Of Sirius Leader]]
[[Image:GangLdr_Batt_360_(Apocalypse).png|frame|right|Diablo Gang Leader]]
UFOpaedia: <none><br>
In-game text: <none><br>
Debug text: Squad Leader, Gang Leader, Cult Leader, Gangster, Psiclone Gang.<br>
 
These unit types were used in the game as similair to Politicians and VIPs. All unique characters were removed except the two pictured.
<br clear="all">
 
===Android Civilians===
[[Image:Android_civilian.png|left]]
UFOpaedia: <none><br>
In-game text: <none><br>
 
These unit types were used to complement MegaPrime's varied population. Cut early however remnants can be found when "Probe Unit" or "Control Unit" is used against civilians and security. Their portrait picture may show an Android image but everyone (by attributes) is classed as human. No hybrid portraits are present anywhere unless hired by X-Com.
<br clear="all">
 
==Agent Abilities And Skills==
*'''Interrogation'''<br>
An agent's skill in persuading imprisoned units to divulge information and to influence an organisation diplomatically. Agents were assigned to the "Cells" facility and had a graded ability similiar to the 60&harr;100 skill of technical personel.<br>
*'''Perception'''<br>
An agent's skill which complemented their ''Interrogation'' skill when interacting with prisoners. Perception also influenced an agent's ability to notice things on the battlescape and improved their accuracy and reaction attributes.<br>
*'''Forensics'''<br>
[[Image:Xcom3-investigate-alien-sctructure.png|200px|right]]
An agent's skill which complemented the ''Perception'' skill when looking for obscure information within a battlescape such as evidence of alien infestation within buildings, humans infected with Mriconoids, clues to other alien dimensions, etc. It would also assist in successful extortion of an organisation if objectional evidence was found after a ''stealth'' styled mission. An important skill which was needed to discover the intended purpose and any weakness of alien-owned building targeted for future destruction.<br>
*'''Sanity'''<br>
An agent's skill which was comparable to Psi-Defence against psionic attacks. The sanity of an agent determined their willpower to resist interrogation by others, to remain undetected when performing an undercover operation, and influenced their resistance to psionic manipulation. Further discovery of cut features was that the worse an agents sanity, the harder it was for psionics to affect them.<br>
*'''Climb'''<br>
[[Image:Cut_Agent_Climb_(Apocalypse).png|frame|right|Climbing]]
An agent's ability to traverse difficult areas by using a unconventional approach useful for stealth and covert operations. <br>
*'''Driving'''
An agent's ability which determined the maximum speed they could drive safely, evade hostile fire, weave through traffic, etc. An agent could be placed within the vehicle as a designated driver but this was removed in favour of autonomous robotic drivers.<br>
*'''Flying'''<br>
An agent's ability to safely pilot a flying vehicle at maximum speed, effectively evade fire, accurately fire craft weapons, etc.<br>
*'''Swimming'''<br>
An agent's ability to traverse bodies of water at speed and efficiency.<br>
*'''Technical Skill'''<br>
Biochemists, Quantum Physicists and Engineers each have an aptitude for their relevant profession. Each type possessed skills for another profession, but at a lower competancy. This may have allowed a mix of professionals to assist others.
:'''Bio-Chemists''' have 10&harr;50 skill in Quantum Physics.<br>
:'''Quantum Physicists''' have 10&harr;50 in Biochemistry and also 10&harr;30 skill in Engineering.<br>
:'''Engineers''' have 10&harr;-30 skill in Quantum Physics.<br>
 
==Organisations And Relations==
 
===Diplomacy===
Diplomatic posturing between organisations cut early.
<gallery>
Image:Xcom3-diplomacy-early-interface-standings.png|Relations Overview
Image:Xcom3-diplomacy-early-interface.png|Relations Trend
Image:Xcom3-diplomacy-early-interface-change.png|Confirm Actions
</gallery>
 
===Real Estate===
Buying and selling of buildings by auction. Cut very early in develppment.
<gallery>
Image:Apoc_Cut_feature_building_auction.jpg|Building Selection
Image:Apoc_Cut_feature_building_auction2.jpg|Confirm Actions
</gallery>
 
==Cityscape And Battlescape==
 
===People Tubes===
[[Image:Cut_Lvl_PplTube_(Apocalypse).png|frame|left|People Tubes corrupted battlescape]]
[[Image:Xcom3-peopletubes.png|200px|right]]
UFOpaedia: NOT USED!<br>
In-game text: <none><br>
 
A ufopeadia entry which implied something about People Tubes. Not available as a normal battlescape destination. If enabled via an [[Utilities_(Apocalypse)|editor]]: all graphics are coloured with an incorrect palette (odd colours), some features are broken (ramps may not work), some line-of-sight (LOS) errors and delays are possible, exit-tiles may not work, etc. Uses [[Shopping_Mall_(Apocalypse)|shopping mall]] features and geometry.
<br clear="all">
 
===Wall===
[[File:29WALL.png|200px|frame|right|City Walls]]
UFOpaedia: <none><br>
In-game text: <none><br>
A ufopeadia entry which implied something about City Walls.
 
===Car Park===
UFOpaedia: <none><br>
In-game text: <none><br>
A battlescape which was removed and replaced with a Shopping Mall map.
 
===Hotel===
UFOpaedia: <none><br>
In-game text: <none><br>
A battlescape which was removed and replaced with a [[Luxury_Apartments_(Apocalypse)|Luxury Apartments]] map.
 
===Atmosphere Processor===
UFOpaedia: <none><br>
In-game text: <none><br>
A battlescape which was removed and replaced with a [[Hydro-Farm_(Apocalypse)|Hydro Farm]] map.
 
===Ruins===
UFOpaedia: <none><br>
In-game text: <none><br>
A battlescape which was removed and replaced with a [[Slums_(Apocalypse)|Slums]] map.
 
===Spaceship===
UFOpaedia: <none><br>
In-game text: <none><br>
A battlescape which was removed and replaced with a [[Space_Port_(Apocalypse)|Space Port]] map.
 
===Outdoor Parks===
UFOpaedia: <none><br>
In-game text: <none><br>
A battlescape which was removed and replaced with a [[Procreation_Park_(Apocalypse)|Procreation Park]] map.
 
==Vehicles And Items==
 
===Structure Probe===
UFOpaedia: <none><br>
In-game text: <none><br>
 
This device was the 'point' on the front of the [[Dimension_Probe|Dimension Probe]] which had the purpose of 'probing' an alien building to discover any possible entry points and to get basic understanding of the structure's purpose. A squad of forensic specialists and supporting agents (see above: '''Agent Abilities And Skills''') were then able to land and explore the structure for evidence of advanced technology, its use, hidden accesses, and to find structural weaknesses to enable future destruction. As a cut device, the Dimension Probe vehicle no longer has any use however, it still can be built and used in the final version.
 
===Vortex Analyser===
UFOpaedia: <none><br>
In-game text: <none><br>
 
This device was used to scan the current [[Alien_Dimension_(Apocalypse)|alien dimension]] for any hidden [[Dimension_Gates|Dimension Gates]] after X-Com acquired knowledge of multiple alien worlds. If any vortices were detected, the Dimension Shifter device (see next) would be used to travel through the new gate, opening up another alien dimension. If research was accelerated by skipping directly to '''One Way To Win''', the main alien dimension could be accessed and others could be bypassed.
<br clear="all">
 
===Dimension Shifter===
[[File:Cut_Veh_Dmnx2_Shft_(Apocalyspe).png|frame|left|Dimension Shifter: Equip & Battlescape]]
[[Image:xcom3-dimshifter.png|200px|right]]
UFOpaedia: NOT USED!<br>
In-game text: <none><br>
This device allowed an airbourne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate by using previously indentified but obscure 'Vortex'. Some [[Alien_Craft_(Apocalypse)|UFO]] crash recovery battlescapes in the final version still contain this Dimension Shifter device within the craft but it is not recovered when mission completes.
<br clear="all">
 
===Zorium===
UFOpaedia: <none><br>
In-game text: <none><br>
An exotic-energy item or a vehicle fuel used for an unknown purpose. The X-COM series of games each introduced a new and rare exotic fuel used by the aliens ([[X-COM|X-Com1]] = [[Elerium-115|Elerium]], [[TFTD|X-Com2]] = [[Zrbite]]). It has been suspected that '''Zorium''' was to have been the exotic item specific to X-Com Apocalypse.
<br clear="all">
 
===Overspawn - Live===
[[Image:xcom3-overspawnalt.png|right|200px]]
UFOpaedia: This enormous creature is deposited by an Alien Mothership. Its primary objective appears to be destruction of the city and annihilation of X-COM bases. The terror and panic that it causes amongst the population indicates a change in Alien strategy. It is possible that they have abandoned their attempts at infiltration and are now only concerned with revenge and retribution against X-COM.<br>
In-game text: <none><br>
 
This lifeform is a large alien, bipedal vehicle within the final version. Is it not possible to capture one alive but it can be killed. The "Autopsy" is available, whereas the "alive" lifeform research is not.
<br clear="all">
 
==Alien Dimension==
 
===Security Turrets Inside Alien Structures===
[[Image:Alien_turrets.png|200px|right]]
This device is a security turret used by the aliens within their buildings. It fires a disruptor beam styled weapon. It may appear and work normally with the final version which was released for the UK region.
<br clear="all">
 
===Alien Building Capture===
X-Com could acquire alien buildings which may have allowed the manufacture of UFOs.
 
===Multiple Buildings===
Alien structures within any of the nine dimensions were to be redundant. Multiple building of the same purpose were to be built to safeguard losing any specific type or particular purpose.
 
===Deactivated Dimension Gates===
Aliens could close dimension gates. This would deny inter-dimensional travel, could trap active X-Com craft in an alien dimension, halt re-inforcements, etc.
 
===Grounded Access===
https://www.youtube.com/watch?v=Rde1g6CQUt4
Each alien structure was isolated from the others and no 'people tubes' connections between buildings were present. X-Com craft would land on the ground to enable access to an alien structure. Once the craft was on the ground it was extremely vunerable to damage and destruction.<br>
 
==Research==
 
===One Way To Win===
[[Image:xcom3-onewaywin.png|200px|right]]
UFOpaedia: NOT USED<br>
In-game text: <none><br>
This research topic was to have been the very last discovery when nine dimensions were planned. Knowledge of this building allowed proper completion of the game. See above: '''Pre-Release Versions'''
<br clear="all">
 
==Game Styles==
*'''Multiplayer'''<br>
[[File:CGSP_Apr97_Pg34_(Apocalypse).png|center]]
Source: CGSP_1997_04_pg034.jpg<br>
Multiplayer was to be a feature. All alien lifeforms and all UFOs had their own inventory/equip screen so that humans and aliens could fight in a randomly generated skirmish.
 
==Concept Art - Aliens==
Tim White, an artist who created some conceptual illustrations of aliens for X-Com Apocalypse.
<gallery>
Image:Acousticcreaturesmall.jpg|frame|Acoustic Creature
Image:Alienwolf.jpg|frame|Alien Wolf
Image:Demonoidmodelsmall.jpg|frame1|Demonoid
Image:Megacarnosaur.jpg|frame|Mega Carnosaur
</gallery>
 
==Sources==
===The Cutting Room Floor===
*https://tcrf.net/X-COM:_Apocalypse
*https://tcrf.net/X-COM:_Apocalypse
===StrategyCore===
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts
*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/
===OpenApoc===
*Additionally, a detailed documentation of the cut "Spy/Interrogation/Diplomacy" features can be found here: http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278/
*http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241
*Unit Behavior http://openapoc.org/threads/task-unit-behavior.185/
*http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278
===Old Websites===
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html


=Map Editor=
[[Category:Apocalypse]]
An easily accessible <u>cityscape</u> map editor hidden within the final version files. See [[Utilities_(Apocalypse)|Apatcher]].

Revision as of 07:54, 15 August 2022

NEW PROJECT:

Unit Behavior

A list of actions, abilities, reactions and more, within X-Com Apocalypse. All actions mentioned here are present in the final version release unless noted with Debug.

Agents on Normal or Safe behaviour settings on Vanilla and BETA will:

  • Hide behind other agents that are kneeling and shoot over their heads
  • Agents placed at a corner to a corridor will move back and forth between hiding "in cover" and exposing themselves around the corner to shoot/view
  • Agents jump over 1-tile "gaps" in floors if it gets them to cover
  • Agents will jump down a maximum of 1 tile if it gets them away from fire to another floor or if injured to get them to a safer place
  • Agents will strafe back and forth whilst moving in and out of cover, even along a line of kneeling agents and shooting over their heads
  • Agents will run away from fire
  • Agents with a partially "stunned" value will run out of smoke to avoid being "gassed" further, this means that they can expose themselves to weapons fire but minimise the risk of falling unconscious
  • Agents with no "stunned" value will remain in smoke to utilise it as cover though often go prone or kneel if both stances are selected
  • Agents equipped with trackers (beta only) or scanners will "enhance" the behaviour of other agents in their squad (No effect on other squads). For example, agents in cover will respond to a blip by moving around corners to look down corridors or into rooms.
  • Agents raise weapons in readiness in response to alien cries
  • Agents raise weapons in readiness in response to nearby explosions, civilian screams and the sound of burning
  • Agents respond to alien cries as per the documentation i have given in the relevant thread
  • In Tactical Missions relating to Cityscape activity, spitters will wander around, when there are more than two **mobile** aliens on the map, trying to kill civilians (their main function it appears) and sniping at X-COM. If there are few aliens on the map, spitters will try to hide, often in obscure places of the map and in smoke until agents find them.
  • In UFO recovery, spitters will frequently hide in the upper levels of the UFO trying to avoid engaging X-COM and not really being utilised by the aliens. If they do travel to the lower decks or outside it is with Anthropods or Skeletoid allies. This behaviour seems bugged; spitters are sitting ducks in UFO missions and should be more active IMHO having the AI waste them by sitting in the upper levels makes no sense.
  • Brainsuckers can appear on maps at the start of a mission without having hatched from a pod
  • Brainsuckers will run around the map until they find an X-COM agent, though they often "pause" and become inactive, this is likely a bug.
  • Brainsuckers will attempt to run and leap on to the first agent they encounter to brainsuck them
  • https://www.youtube.com/watch?v=YE0AXGppZtU
    • Brainsucker gets "stuck" and promptly shot after recovering from stun.
    • Agents strafing and hiding around corners
    • Brainsucker cry from the right of the screen (in darkness) allowing me to locate the last brainsucker and kill it winning the mission (cries can be used like this in vanilla, fortunately, my agent did not panic this time around as i sent him down a corridor alone).
    • Anthropods working alone and not in groups as they did in beta
    • Agents will react to alien sightings and fire whilst running, in this case saving me from a leaping brainsucker
  • Beta2 https://www.youtube.com/watch?v=_DvtnGSUsUU
    • Beta Footage in which the aliens sabotage their own brainsuckers by destroying the escape route to the cityscape for a lone brainsucker. Also shows Anthropods sending two units to attack X-COM, massing, then attacking in a second wave.
  • Beta2 https://www.youtube.com/watch?v=ymA41OrS5HE
    • OK, another behaviour update. This time regarding the Alien's use of SMOKE grenades and going prone to crawl forwards when under fire.
    • A few playtests of both vanilla and beta reveal that the aliens will start to use smoke grenades regularly after week 2 or once disruptor tech arrives in the aliens arsenal (tied to X-COM score and in lore presumably having got them from gangs or the CoS as they even appear on UFOs).
    • Anthropods and Skeletoids appear to have enough intelligence to throw smoke grenades before an attack then run in for the kill.
    • In the beta footage below (which gives the best example, though the behaviour is in vanilla too), a skeletoid even throws a smoke grenade behind one UFO door (making me thing they are about to emerge from there) but flanks around and exits via the other door before throwing another two smoke grenades and then attacking (and quickly being killed). Just one skeletoid performs this attack as (unknown to me) the aliens are massing in the UFO for another three waves of attacks. This starts from about 3:40 in the video ;)
    • At around 6:40 also note the skeletoid going prone and crawling towards the X-COM agents who are attacking it...
    • Finally at approximately 8:10, look how one of the agents successfully dodges not one, but two entropy missiles that the aliens have kept hidden till the end of the mission (i didnt even know they had started to equip them at this point). So entropy missiles can be dodged just as vehicles dodge missiles...
  • https://www.youtube.com/watch?v=cXQBr77PsAo
    • Megapol does not fight back until a significant number of officers are dead (which is tied to the organisation relations)
    • Megapol spams officers that will group, throw grenades, attack, retreat, regroup and attack in another wave (much like the aliens)
    • Megapol uses stun and smoke grenades as well as standard explosives
    • Megapol buildings contain equipment that can be looted; even Elerium!!
    • Megapol uses it's own equipment, unless X-COM has sold alien weapons to the "city" in which case some Megapol officers carry disrupter weapons (not shown in this video but observed in other playthroughs)
    • X-COM agents can spot capturable equipment within a certain radius, even without LoS (Most likely a bug)
  • https://www.youtube.com/watch?v=HbScwE6u1DI
    • Marsec is very reserved in committing units, MarSec agents retreat from direct conflict and do not group and attack in waves like Aliens, CoS or Megapol
    • Marsec attempts to flank the player then blast them with missiles (I lose a squad in the video below whilst dealing with other Marsec units that are running from me to a second group of Marsec Agents that emerge from my left flank)
    • Marsec equipment is used by all Marsec units. They do not appear to purchase alien tech from X-COM like Megapol does.
    • Marsec will use Alien tech if they become controlled by the Aliens.
  • Found a behavior on the megaspawns, as usual they attack from afar, but when approached, quickly retreats. They will only stop retreating if they got away from the unit that approached them or when cornered, this is tested on realtime, in turn based however this doesn't apply
    • With regards to turn-based, they do appear to do the same, however there are some issues with their TUs and how much they can actually do. A retreat will only occur if they cannot fire at a unit first, if they fire their weapons they cannot retreat. Generally however, their movement is away from X-COM agents in TB Mode...
    • They also have an annoying habit of grouping together in vanilla... In Beta2 they don't group but are often surrounded by lots of Anthropods used as shields or near poppers that have been held back.
  • FilmBoy can you confirm this behavior of all aliens that can use grenades? In one of my test in realtime, I killed a bunch of them in a room, when I moved my agents in, there is this one alien that went yolo, and tossed a grenade in the room, blowing all the grenades in the floor, killing my entire squad in the process, as well as himself. However it doesn't apply with the room being empty, so was this a rare behavior in some sort?
    • In game versions with the nerfed AI it appears to be related to chance, the alien has a "random" factor that it will choose to throw a grenade in a room of explosive munitions or simply as a means to kill massed agents
    • In game versions with the Learning-AI if grenades have been good at killing agents previously, the aliens will use them more frequently, increasing the chance of them creating chain reactions as munitions go up. Aliens will also utilise the boomeroids "jump/travel" feature to attack around corners and through doors also
    • In short though, it all boils down to chance and circumstance as to whether or not grenade capable aliens kill your agents with grenades. Learnt behaviour only increases that chance on a player-by-player basis and only if the player has been vulnerable to grenades in previous actions, if not, the chance of a grenade being used is still low.
    • Things were different in Beta: Grenades were often used to spam X-COM once the aliens learnt through the extended AI how effective the action was and it was brutal... Couple that with Alien numbers far higher than vanilla (as it should be IMHO - this is an invasion) it's a recipe for disaster...
    • https://www.youtube.com/watch?v=WKvkHbzvgzg

Unique to BETA (Does all of the above plus these behaviours too):

  • Anthropods and Skeletoids will swarm together, attack in groups, then quickly retreat before agents have time to respond. I rarely encounter single units of these types in the Beta, if I do they are often trying to exit (see below) or looking for more Aliens to group up with.
  • Aliens will methodically move through through a map in groups of 2-5 until they find X-COM, they then retreat, CRY FOR HELP (which attracts other aliens of all types) and attack again this makes them hard to fight as you always face numbers of aliens and killing a few forces them to retreat and regroup. It's very "Cat and Mouse" and a joy to play for an experienced player but a nightmare for casual players who will find it too hard (Guess this is why such behaviour was removed)
  • If there are two or less Anthropods/Skeletoids on a map they will head towards the map exits and fall back to the cityscape, this doesn't end the mission as all other alien types remain until X-COM knocks them out or kills them, but it does allow the Aliens to keep foot soldiers in Mega-Primus for a longer time before they expire (as per the alien life cycle)
  • Cult of Sirius use EXCESSIVE amounts of incendiary weaponry spamming incendiary grenades and incendiary missiles of various types this is different to vanilla where they spam explosive weapons. The cult is a fearsome opponent as a result and their behaviour causes buildings to collapse as they burn around your agents; this often lags the game which may be why the CoS was changed to using Explosive weaponry? I wonder if BETA behaviour could be reintroduced now we have better CPUs (maybe as an option)
  • Aliens with disruptor weaponry will fire randomly in the direction they believe X-COM to be hiding (or have previously seen agents), other aliens using the covering fire of their colleagues will then attempt to flank agents and come in to kill from behind
  • Aliens SPAM brainsuckers; i've faced waves of the things from the first battle!
  • Aliens crouch, go prone and move around a lot more to use cover in a similar manner to the vanilla X-COM agents
  • As per the Vanilla release, in tactical missions relating to cityscape activity, spitters will retreat to obscure places of the map to hide when the number of aliens are low. However, if X-COM take more than a few minutes (in real-time) or around 10 turns (in TB) to find the spitters, they will retreat to an exit and use the cityscape to infect another building keeping the presence of aliens in the cityscape for longer. They may or may not travel to the same location as escaping Anthropods and Skeletoids so it is possible that missions in which X-COM does not clear the map will result in lots more alien incidents in the cityscape later, albeit with weaker alien numbers.
  • Spitters tend to group together en-masse (as the lore suggests that they can) and it is not uncommon to find five or more together
  • Aliens "tagged" with a tracker gun will try to escape from combat to the cityscape; it appears the intent was to allow for players to follow aliens around the city much in the same way we were meant to be able to follow the VIPs of organisations (for which the cells were created). However, the Spitter is NOT meant to be an intelligent creature, so this may be why in Vanilla they simply sit around in cover waiting to be found.
  • Brainsuckers will form in groups and rush at X-COM agents in waves
  • Aliens armed with Brainsucker launchers will, if failing to find X-COM quickly, fire off all their pods, wait for them to hatch, then follow the wave of brainsuckers towards X-COM agent areas and armed civilians/gang members/police.
  • Lone brainsuckers that cannot find another alien will attempt to leave the map to further alien infection of the city via the cityscape. This can result in alien activity missions in which there will only be a lone brainsucker, that can retreat again if not killed quickly. Forming a chain of alien activity missions across the cityscape until the brainsucker infects a civilian, VIP, X-COM or is killed; something that can be really frustrating if you are not quick to kill the alien. I guess this may be why the feature was removed from brainsucker behaviour but it's still pretty cool nonetheless and compliments the "cat and mouse" behaviour of other aliens in the beta.
  • Brainsuckers WILL attack armed civilians to control them (I love this feature, so much more realistic to lore) and then direct those civilians towards known X-COM locations. There is however a bug in which brainsuckers occasionally try to attack UNARMED civilians which is pointless apart from adding to the civilian casualty figures.
  • Brainsucked civilians or gang/police members that cannot form into groups will attempt to leave the map if they are injured and cause more alien incidents later. They can also trigger gang/police wars if a gang member is brainsucked and attacks a rival gang when returning to the cityscape
  • Brainsucked civilians or gang/police members that are "tagged" with a tracker can be used to follow organisations that are being infiltrated by the aliens as when returning to the cityscape it appears that "tagged" units will try to fall back to the nearest building owned by a parent organisation or attack a building hostile to that organisation. I've followed a brainsucked unit across the cityscape to attack one of my bases only minutes later, and having found more allies from the parent organisation before moving in!
  • It appears from BETA play that the intent was to have a similar AI to X-COM for the aliens but it was drastically nerfed or removed in part by release to make play easier for newcomers to the game regardless of difficulty mode. -FilmBoy84
  • Found an odd behavior of the poppers, in the demo version, they will hide, wait till anthropods or skeletpoids to pin down your agents before attacking, while in vanilla, they'll just attack you head on
    • Yes, the same behaviour is in Beta. It's a much more effective use of poppers by the aliens and not easy to combat for first-time players.
    • I guess this is why the behaviour was modified for some final release versions.
    • Versions with the partially working "Learning AI" do use this strategy, but only after week 6 by which time poppers are easily one shotted by devastator/disruptor fire... So it's rare to see it succeeding.
    • Best demonstrated under vanilla during battleship UFO investigations... Once you get through those tunnels and into the UFO entrance (but past the megaspawn) there are often poppers held in reserve there...
  • Agents, Aliens and Others will all turn to face nearby sounds such as footsteps of other units... Not just their cries... This allows them to spot enemies sooner. - Tested by leaving agents in one spot facing all to the SE of the map. When the aliens approached the agents turned automatically towards the sound of them moving. Some agents also used that prompt to look for cover and use it.
  • Agents that have wounds will move to cover and if equipped with a medkit AND a free hand will attempt to heal themselves if in Evasive/Cautious Mode. Aggressive Mode ignores this behaviour. If the agent does not have a free hand they do not reach for a medkit in their equipment.



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