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List of hotkeys implemented for OpenApoc version 0.0.49
OpenApoc includes an extensive '''debug and cheat system''' not present in the original game. Debug hotkeys are toggled with '''F1''' in both the Cityscape and Battlescape. When enabled, various diagnostic and cheat functions become available.
https://github.com/OpenApoc/OpenApoc/blob/master/README_HOTKEYS.txt


Note:
'''Note:''' The "Show debug commands on screen" option in the More Options menu controls whether debug command buttons are visible in the UI.
OpenApoc eventually aims to implement all the controls from the original, as well as improve interface usability by introducing new hotkeys that make sense (things like mouse scroll for lists etc.). So, eventually you can expect all hotkeys from original manual to work, in addition to new ones. For now, however, refer to this file to find out what hotkeys do what, as well as to learn about debug keys (cheats).


== General UI Hotkeys: ==
== General Debug ==
  - [Mousewheel] Scroll Lists
  - [Esc] Go back, close form, "Cancel" option
    For example, "OK" button in screens, "Cancel" or "No" option in dialogues
  - [Enter] Go forward, "Confirm" option, first option
    For example, "OK" option in screens, "Confirm" or "Yes" option in dialogues, real time in breifing
  - [Space] Skip, second (non-cancel) option
    For example, "No" in "Yes/No/Cancel" dialogue, equip button in squad assignment, checkbox to pause when event happens again, turn based in briefing
 
== General Hotkeys: ==
  - [Middle Click] Move camera to location
  - [Arrows] Move camera around
  - [TAB] Toggle map
  - [Space] Pause/Resume time (including TB)
  - [Escape] Options menu
  - [C] Toggle Follow Mode
  - [M] Show Log
  - [Home] Zoom to last event


==Cityscape Vanilla Controls Note==
Press '''F1''' to toggle debug mode on/off. When debug mode is active, some normal hotkeys are overridden by debug functions.
* Vanilla city controls were not very consistent and quite limited. For starters, right-clicking mouse in city moved map, while in battle, it didn't. There were no ways to quickly open frequently used screens (namely equipment, location, base screens) without clicking their buttons, and when using Alt/Shift hotkeys, they acted as if you clicked a corresponding button, meaning that if you missed your selection mode changed.
* Instead, OpenApoc introduces a new, consistent control scheme, which is explained in the next two sections
* For those who prefer to still use the vanilla control scheme, there is a feature to disable in the options menu called "Improved city control scheme". When disabled, vanilla control scheme will apply:
  - Right click will move screen to cursor
  - Alt+LMB will order vehicle attack
  - Shift+LMB will order moving to building
  - Left-clicking on building will always open building screen
  - No mouse controls introduced by OpenApoc will function


==Cityscape Mouse:==
== Cityscape Debug ==
* [Ctrl]
    - when giving move orders to Agents, forces Agents to move on foot (never call a taxi), and allows use of personal teleporter
    - when giving move orders to Vehicles, allows manual use of teleporter
    - when giving attack orders forces Vehicles to attack their target (instead of recovering UFOs or escorting owned vehicles)
    - note that in vanilla, attacking owned vehicles was impossible, as such, a feature toggle is required for it to work (on by default)
* [Alt] Opens ufopaedia
* [Alt/Shift] + [Click] orders vehicles directly, Alt+Shift targets buildings and Shift targets vehicles or locations, while left click is aggressive and right is non-aggressive
  - [Alt] + [Left Click] Opens ufopaedia screen for the object (vehicle type, building function or even who fired the projectile!)
  - [Alt] + [Right Click] Opens ufopaedia screen for object's owner (be that vehicle or building)
  - [Alt] + [Shift] + [Left Click] Order Attack Building
  - [Alt] + [Shift] + [Right Click] Order Goto Building
  - [Shift] + [Left Click] Order Attack Vehicle
  - [Shift] + [Right Click] Order Follow Vehicle / Goto Location
  - [Left Click]
    - Issues orders
    - Base screen for building that contains a base
    - Building screen for buildings
  - [Right Click]
    - Building screen for buildings


==Cityscape Mouse Clicks on Vehicle / Agent icons:==
{| class="wikitable"
  - [Shift] + [Right Click] Open Location Screen
! Key !! Action
  - [Ctrl] + [Shift] + [Right Click] Open Equipment Screen
|-
  - [Alt] + [Shift] + [Right Click] Open Equipment Screen
| Ctrl + Alt + Shift + Left Click || Destroy scenery tile at cursor
|-
| Ctrl + Alt + Shift + Right Click || Collapse building at cursor
|-
| A || Give every vehicle weapon and ammo to current base
|-
| W || Warp to alien dimension and back
|-
| R || Repair all scenery in the city (instant, ignores repair rules)
|-
| Shift + R || Repair scenery using game repair logic (charges building owners, checks support) without requiring construction vehicles; single repair pass
|-
| B || Spawn UFO on base assault mission
|-
| U || Spawn three crashed UFOs
|-
| X || Crash every vehicle on map
|-
| - (Minus) || Destroy all currently selected vehicles (both owned and other)
|-
| P || Regenerate dimension gate portals in current city
|-
| PgUp / PgDown || Display only one map layer (other layers become transparent)
|}


==Cityscape Mouse Unit Selection:==
=== Cityscape Diagnostic Overlays ===
* [Ctrl] makes selection additive
  - [Left Click]
    - Select Agent/Vehicle (as the only object selected)
  - [Ctrl] + [Left Click]
    - Add Agent/Vehicle to selection and make it first in the list
  - [Right Click]
    - Remove Agent/Vehicle from selection
 
==Cityscape Keyboard:==
  - [0],[1]...[5] control time
  - [N] Manual control (if using vanilla scheme then [M] is the manual control key and there is no way to open message log, as per vanilla)


==Cityscape Debug:==
{| class="wikitable"
<pre style="background:red;color:white;">
! Key !! Action
  - [F1] Debug hotkeys are toggled on/off
|-
  - [Ctrl] + [Alt] + [Shift] + [Left Click] destroys scenery
| F2 || Show road pathfinding map
  - [Ctrl] + [Alt] + [Shift] + [Right Click] collapses building
|-
  - [A] gives every vehicle weapon and ammo to current base
| F3 || Highlight walk mode, collapsing tiles, basement tiles
  - [W] warp to alien dimension and back
|-
  - [R] repairs all scenery
| F4 || Show aliens in buildings on strategy map
  - [B] spawn UFO on base assault mission
|-
  - [U] spawns three crashed UFOs
| F5 || Show vehicle paths (blue = flying, yellow = ground)
  - [X] crashes every vehcile on map
|-
  - [PgUp] / [PgDown] displays only one layer of map, with other layers being transparent
| F6 || Dump voxelmap for line of sight to tileviewvoxels.png
  - [F2] show road pathfinding map
|-
  - [F3] highlight walkmode, collapsing tiles, basement tiles
| F7 || Dump voxelmap for line of sight to tileviewvoxels.png (fast mode, 1/4 of points)
  - [F4] show aliens in buildings on strategy map
|-
  - [F5] show vehicle paths (blue flying, yellow ground)
| F8 || Dump voxelmap for line of fire to tileviewvoxels.png
  - [F6] dump voxelmap for line of sight to tileviewvoxels.png
|-
  - [F7] dump voxelmap for line of sight to tileviewvoxels.png (fast way, calculate 1/4 of points)
| F9 || Dump voxelmap for line of fire to tileviewvoxels.png (fast mode, 1/4 of points)
  - [F8] dump voxelmap for line of fire to tileviewvoxels.png
|-
  - [F9] dump voxelmap for line of fire to tileviewvoxels.png (fast way, calculate 1/4 of points)
| F10 || Highlight tubes in city
  - [F10] highlight tube in city
|-
  - [F11] highlight roads in city
| F11 || Highlight roads in city
  - [F12] highlight hills in city
|-
  - [Numpad 1379] show only roads/tubes that have an outgoing connection in this direction
| F12 || Highlight hills in city
  - [Numpad 28] show only tubes that have an outgoing connection down [2] or up [8]
|-
  - [Numpad 0] show all roads/tubes again
| T || Show vehicle target lines (green = X-COM targeting, red = other targeting, yellow = mutual targeting)
  - [Numpad 5]
|}
    - For tubes, switch between showing only tiles with defined tube passability, or to also include tiles belonging to buildings
    - For roads, switch between showing only tiles marked as "road", or to also include tiles marked with road direction
    - For hills, switch between showing only tiles marked as "road", or to also include tiles marked with hill direction</pre>


==Base screens Debug:==
=== Cityscape Numpad Filters ===
<pre style="background:red;color:white;">
  - [F10]
    - On base view: finish all facilities
    - On research screen: mark project as requiring just 100 more points(basically complete project at next update if you have at least 2 people assigned)</pre>


 
These filters work with the F10/F11/F12 overlays:
==Vehicle Equipment:==
  - [Shift] makes item auto-equip into first available slot, or auto-remove to base stores
==Agent Equipment:==
* Usual selection controls apply, with option to de-select with right click as well
  - [Shift] makes item auto-equip into first available slot, or auto-remove to base stores / ground
  - [Ctrl] makes you remove clip when clicking on weapon
  - [1]...[0] applies equipment template to every selected agent
  - [Ctrl] + [1]...[0] remembers current agent's equipment set as a template


==Battlescape Mouse:==
{| class="wikitable"
* [Alt] When giving moving orders, makes unit keep facing to the target (making unit strafe or move backwards)
! Key !! Action
When firing at a tile, makes the shot aim at the ground of the tile, rather than at unit's level
|-
* [Shift] Turns cursor into attack mode
| Numpad 1, 3, 7, 9 || Show only roads/tubes with an outgoing connection in that direction
  - [Left Click]
|-
    - Order unit to execute action at cursor (move / throw / psi attack / teleport etc.)
| Numpad 2 || Show only tubes with an outgoing connection downward
    - Open probed unit's screen
|-
    - Use item (weapon / teleport / prime grenade etc.)
| Numpad 8 || Show only tubes with an outgoing connection upward
  - [Shift] + [Left Click]
|-
    - Order unit to fire at target tile, shot moving parallel to ground
| Numpad 0 || Show all roads/tubes again (reset filter)
  - [Shift] + [Alt] + [Left Click]
|-
    - Order unit to fire at target tile, shot aimed at tile's ground
| Numpad 5 || Toggle display mode:
  - [Right Click]
* For tubes: switch between tiles with defined tube passability, or also include tiles belonging to buildings
    - Turn towards cursor
* For roads: switch between tiles marked as "road", or also include tiles marked with road direction
    - Focus at enemy in RT
* For hills: switch between tiles marked as "road", or also include tiles marked with hill direction
    - Use item's "auto" function (like prime grenade for impact)
|}


==Battlescape Mouse Unit Selection:==
== Battlescape Debug ==
* [Ctrl] makes selection additive
  - [Left Click]
    - Select Unit (as the only unit selected)
  - [Ctrl] + [Left Click]
    - Add Unit to selection and make it first in the list
  - [Right Click]
    - Remove Unit from selection


==Battlescape Keyboard:==
{| class="wikitable"
  - [PgUp]/[PgDown] Change map levels
! Key !! Action
  - [V] Toggle layering
|-
  - [F2] Prone Mode
| Middle Click || Activate teleportation mode for selected unit (regardless of whether it holds a charged teleporter)
  - [F3] Walk Mode
|-
  - [F4] Run Mode
| E || Force end current turn in turn-based mode
  - [F5] Cease Fire Mode
|-
  - [F6] Aimed Mode
| R || Reveal whole map and show debug lines for which unit sees which unit
  - [F7] Snap Mode
|-
  - [F8] Auto Mode
| S || Stun unit under cursor
  - [F9] Evasive Mode
|-
  - [F10] Normal Mode
| Ctrl + S || Stun units in small area around cursor
  - [F11] Aggressive Mode
|-
  - [Backspace] Kneel Mode
| Shift + S || Stun everything '''except''' unit under cursor
  - [1..6] Select squad
|-
  - [Shift] + [1..6] Select Unit in current squad (as the only unit selected)
| Shift + Ctrl + S || Stun everything '''except''' units in small area around cursor
  - [Shift] + [Ctrl] + [1..6] Add Unit to selection and make it first in the list
|-
  - [Alt] + [1..6] Go through spotted enemies of unit
| K || Remove unit under cursor from map (same modifiers as S — Ctrl for area, Shift for inverse). Units count as retreated.
  - [Enter] Open Inventory
|-
  - [[] Throw right hand item
| P || Lower morale of every unit to trigger low morale events
  - []] Throw left hand item
|-
  - ['] Drop right hand item
| Shift + P || Give every unit 0 psi defense and 100 psi energy/attack
  - [\] Drop left hand item
|-
  - [Y] Confirm priming
| H || Restore stats of every unit, heal stun damage and fatal wounds
  - [N] Cancel priming
|-
  - [E] End your turn
| T || Restore TU of every player unit
  - [S] Open Save menu
|-
  - [L] Open Load menu
| F || Re-link support lines for battlescape map parts
  - [J] Make unit jump (down from a cliff)
|-
| Q || Reset AI movement order for unit at selected tile (forces prone stance change)
|-
| Numpad 0 || Spawn vortex mine explosion at cursor
|-
| Numpad 1-9 || Spawn a high-damage shot at cursor in specified direction (5 = downward)
|-
| F6 || Dump voxelmap for line of sight to tileviewvoxels.png
|-
| F7 || Dump voxelmap for line of sight (fast mode, 1/4 of points)
|-
| F8 || Dump voxelmap for line of fire to tileviewvoxels.png
|-
| F9 || Dump voxelmap for line of fire (fast mode, 1/4 of points)
|}


==Battlescape Debug:==
== Base Screen Debug ==
<pre style="background:red;color:white;">
 
  - [F1] Debug hotkeys are toggled on/off, when they are on some of the normal hotkeys are off
{| class="wikitable"
  - [Middle Click] Activate teleportation mode for unit regardless of wether it holds a charged teleporter
! Key !! Action
  - [E] Force end current turn in TB mode
|-
  - [R] Reveal whole map and show debug lines for which unit sees which unit
| F10 (on Base View) || Instantly finish all facility construction
  - [S] Stun units
|-
    - with [Ctrl] held will affect small area around cursor, without will affect only unit under cursor
| F10 (on Research Screen) || Set research project to require only 100 more points (effectively completes the project at next update if at least 2 scientists are assigned)
    - with [Shift] held will affect everything except cursor
|}
    - with [Shift] and Ctrl held will affect everything except what's in small area around cursor
 
  - [K] Same as [S] but removes units from map (units count as reterated)
== Cheat Menu ==
  - [P] Lower morale of every unit to the point where they will eventually suffer a low morale event
 
  - [Shift] + [P] gives every unit 0 psi defense and 100 psi energy/attack
In addition to debug hotkeys, OpenApoc provides a dedicated '''Cheat Options''' screen accessible from the More Options menu:
  - [H] Restore stats of every unit, heals stun damage and fatal wounds
 
  - [T] Restore TU of every player unit
{| class="wikitable"
  - [F] Re-link support lines for battlescape map parts
! Option !! Description !! Default
  - [Numpad 0] Spawn vortex mine explosion at cursor
|-
  - [Numpad 1-9] Spawn a shot with over 9000 at cursor in specified direction (5 being "down")
| Infinite Ammo || Unlimited ammunition for all X-COM agents and vehicles || OFF
  - [F6] dump voxelmap for line of sight to tileviewvoxels.png
|-
  - [F7] dump voxelmap for line of sight to tileviewvoxels.png (fast way, calculate 1/4 of points)
| Damage Inflicted Multiplier || Multiplier for damage dealt by X-COM (0x - 5x) || 1.0x
  - [F8] dump voxelmap for line of fire to tileviewvoxels.png
|-
  - [F9] dump voxelmap for line of fire to tileviewvoxels.png (fast way, calculate 1/4 of points)</pre>
| Damage Received Multiplier || Multiplier for damage taken by X-COM (0x - 5x) || 1.0x
|-
| Hostiles Multiplier || Multiplier for number of hostile units spawned (0.5x - 3x) || 1.0x
|-
| Stat Growth Multiplier || Multiplier for agent stat growth rate (0x - 99.5x) || 1.0x
|}
 
Additional cheat buttons available:
* Give All Research
* Make All Organizations Friendly / Hostile
* Make All Organizations Utopia / Chaos
* Modify Funds
* Go to End of Day — advance clock to 23:59:59 of current day
* Go Forward 1 Day — skip exactly 1 day forward
* Go Forward 1 Week — skip exactly 7 days forward
* Go to End of Week — advance to last day of current week at 23:59:59
* Go to End of Month — advance to last day of current month at 23:59:59
 
== See Also ==
 
* [[Controls (OpenApoc)]] — standard (non-debug) controls
* [[Improvements (OpenApoc)]] — toggle-able gameplay improvements
* [https://github.com/ayrtondenner/OpenApoc-wiki/blob/master/openapoc/debug-mode.md OpenApoc Wiki: Debug Mode] &mdash; Extended debug and hidden features documentation
* [[OpenApoc]] — main OpenApoc page
 
[[Category:OpenApoc]]

Latest revision as of 23:05, 1 March 2026

OpenApoc includes an extensive debug and cheat system not present in the original game. Debug hotkeys are toggled with F1 in both the Cityscape and Battlescape. When enabled, various diagnostic and cheat functions become available.

Note: The "Show debug commands on screen" option in the More Options menu controls whether debug command buttons are visible in the UI.

General Debug

Press F1 to toggle debug mode on/off. When debug mode is active, some normal hotkeys are overridden by debug functions.

Cityscape Debug

Key Action
Ctrl + Alt + Shift + Left Click Destroy scenery tile at cursor
Ctrl + Alt + Shift + Right Click Collapse building at cursor
A Give every vehicle weapon and ammo to current base
W Warp to alien dimension and back
R Repair all scenery in the city (instant, ignores repair rules)
Shift + R Repair scenery using game repair logic (charges building owners, checks support) without requiring construction vehicles; single repair pass
B Spawn UFO on base assault mission
U Spawn three crashed UFOs
X Crash every vehicle on map
- (Minus) Destroy all currently selected vehicles (both owned and other)
P Regenerate dimension gate portals in current city
PgUp / PgDown Display only one map layer (other layers become transparent)

Cityscape Diagnostic Overlays

Key Action
F2 Show road pathfinding map
F3 Highlight walk mode, collapsing tiles, basement tiles
F4 Show aliens in buildings on strategy map
F5 Show vehicle paths (blue = flying, yellow = ground)
F6 Dump voxelmap for line of sight to tileviewvoxels.png
F7 Dump voxelmap for line of sight to tileviewvoxels.png (fast mode, 1/4 of points)
F8 Dump voxelmap for line of fire to tileviewvoxels.png
F9 Dump voxelmap for line of fire to tileviewvoxels.png (fast mode, 1/4 of points)
F10 Highlight tubes in city
F11 Highlight roads in city
F12 Highlight hills in city
T Show vehicle target lines (green = X-COM targeting, red = other targeting, yellow = mutual targeting)

Cityscape Numpad Filters

These filters work with the F10/F11/F12 overlays:

Key Action
Numpad 1, 3, 7, 9 Show only roads/tubes with an outgoing connection in that direction
Numpad 2 Show only tubes with an outgoing connection downward
Numpad 8 Show only tubes with an outgoing connection upward
Numpad 0 Show all roads/tubes again (reset filter)
Numpad 5 Toggle display mode:
  • For tubes: switch between tiles with defined tube passability, or also include tiles belonging to buildings
  • For roads: switch between tiles marked as "road", or also include tiles marked with road direction
  • For hills: switch between tiles marked as "road", or also include tiles marked with hill direction

Battlescape Debug

Key Action
Middle Click Activate teleportation mode for selected unit (regardless of whether it holds a charged teleporter)
E Force end current turn in turn-based mode
R Reveal whole map and show debug lines for which unit sees which unit
S Stun unit under cursor
Ctrl + S Stun units in small area around cursor
Shift + S Stun everything except unit under cursor
Shift + Ctrl + S Stun everything except units in small area around cursor
K Remove unit under cursor from map (same modifiers as S — Ctrl for area, Shift for inverse). Units count as retreated.
P Lower morale of every unit to trigger low morale events
Shift + P Give every unit 0 psi defense and 100 psi energy/attack
H Restore stats of every unit, heal stun damage and fatal wounds
T Restore TU of every player unit
F Re-link support lines for battlescape map parts
Q Reset AI movement order for unit at selected tile (forces prone stance change)
Numpad 0 Spawn vortex mine explosion at cursor
Numpad 1-9 Spawn a high-damage shot at cursor in specified direction (5 = downward)
F6 Dump voxelmap for line of sight to tileviewvoxels.png
F7 Dump voxelmap for line of sight (fast mode, 1/4 of points)
F8 Dump voxelmap for line of fire to tileviewvoxels.png
F9 Dump voxelmap for line of fire (fast mode, 1/4 of points)

Base Screen Debug

Key Action
F10 (on Base View) Instantly finish all facility construction
F10 (on Research Screen) Set research project to require only 100 more points (effectively completes the project at next update if at least 2 scientists are assigned)

Cheat Menu

In addition to debug hotkeys, OpenApoc provides a dedicated Cheat Options screen accessible from the More Options menu:

Option Description Default
Infinite Ammo Unlimited ammunition for all X-COM agents and vehicles OFF
Damage Inflicted Multiplier Multiplier for damage dealt by X-COM (0x - 5x) 1.0x
Damage Received Multiplier Multiplier for damage taken by X-COM (0x - 5x) 1.0x
Hostiles Multiplier Multiplier for number of hostile units spawned (0.5x - 3x) 1.0x
Stat Growth Multiplier Multiplier for agent stat growth rate (0x - 99.5x) 1.0x

Additional cheat buttons available:

  • Give All Research
  • Make All Organizations Friendly / Hostile
  • Make All Organizations Utopia / Chaos
  • Modify Funds
  • Go to End of Day — advance clock to 23:59:59 of current day
  • Go Forward 1 Day — skip exactly 1 day forward
  • Go Forward 1 Week — skip exactly 7 days forward
  • Go to End of Week — advance to last day of current week at 23:59:59
  • Go to End of Month — advance to last day of current month at 23:59:59

See Also