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http://openapoc.org OpenApoc is under development, in Alpha state (this means not all features implemented) Here whats left .
This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenApoc.
Feel free to add new pages, edit the current ones and to use the discussion tab to ask any questions.
OpenApoc is under development, so unless otherwise noted.
OpenApoc is a open-source remake of XCOM: Apocalypse original game on new engine, engine will be use imported graphic and sounds from original ISO image. Improvements will be added by mods.
(for OpenApoc you will need your original copy of X-Com Apocalypse)
Porting to a new crossplatform open-source engine
Support for easy mod creation which was really hard in the original
Unlimited possibilities for game finesse
Added Skirmish module
Added full debug system
Added more then 40 improvements already
Support for modern screen resolution
In mods we can add cut mechanics and Julain Gollop ideas
we got support from Julian Gollop (creator of the X-Com series)
We needs more programmers - thus we finish project faster. Help more people find out about OpenApoc!
Social pages (recent news)
Milestones
The OpenApoc development history
Version
Release date
Changes
#450
[# Dec 25th, 2018]
Our kind friend and programmer @FranciscoDA compiled a more detailed message where he described in detail all the fixes and additions lately
👽 UI:
Fixed track selected lab in each base
Fixed buttons in research screen
Fixed vehicles being bought twice in transaction screen
Fixed deleting labs
Fixed listbox rendering
Fixed ordering a vehicle to attack a building
Fixed a bug where different transaction controls could become desynchronized in the transaction screen
Fixed vehicle weapon range is now scaled correctly in the vehicle equipment screens
Fixed alien equipment now correctly displayed as "Alien Artifact" if unresearched
Fixed crash when selling vehicle equipment or ammo
Fixed agent/vehicle equipment screen would open from assignment screen when clicked. Now opens only with right click, like in vanilla Apocalypse
Fixed displayed value for fire rates
Changed agent assignment screen completely (now supports drag and drop and dragging multiple agents!)
Added hotkeys to Ufopaedia
Added bribe screen
Added score screen (for alien investigations and ufo incursions)
Added editable names for agents and crafts
Added messages for vehicle rearmed, refuelled, not enough ammo, not enough fuel
👽 General gameplay:
Fixed agent training and healing while assigned to a vehicle parked inside base
Fixed base defense-related crash triggered by alien movement
Fixed destroying facilities. Also refunds money when destroying unfinished facilities
Fixed initial equipment for vehicles to match vanilla Apocalypse
Fixed crashes related to vehicles being destroyed
Fixed living quarters
Fixed hirable agents could spawn from buildings with Xcom bases
Added agent healing
Added agent training
Added option to automatically seed the RNG on game start (enabled by default)
Added a cheat menu and several cheat options (disabled by default)
👽 Cityscape:
Fixed "live alien spotted" red circle
Fixed vehicle recovery missions
Fixed a bug preventing vehicles from other organizations to attack hostile vehicles
Fixed ground vehicles consuming fuel when idle
Fixed UFOs can now fire in 360° arc
Fixed vehicles are now clickable through buildings
Fixed spaceliners would still spawn with airport destroyed
Changed idle vehicles now turn automatically towards closest enemy
Improved pathfinding for road vehicles
Improved algorithm for collapsing buildings
Added option to make the Wolfhound APC all-terrain (disabled by default)
Added aliens coming out from portals and going back into them
Added alien UFO missions (destroy building, infiltrate, subvert, escort)
Added vehicles are now able to enter dimension gate
Added scenery repair
👽 Battlescape:
Fixed crash when entering battle with empty autocannon
Fixed turn-based UI wouldn't display TU cost to fire when hovering an enemy
Fixed range checks
Fixed calculation of TU cost to fire
Added option for automatic run-and-kneel at the start of battle (disabled by default)
Added auto recovery of live chrysallis and alien eggs
Added agent equipment adjusts to reflect their score
Added stun and multishot weapons
👽 Code:
Removed cotire from cmake builds (default to ccache instead)
Added support for C++14 and C++17
Updated dependencies (physfs, glm, boost)
Fixed a buffer overrun bug when playing sounds under some audio configurations
👽 Contributors for this release:
AndreyCreator
Filmboy84
FranciscoDA
Istrebitel
Jarskih
JonnyH
makus82
redv
Roger
SiemensSchuckert
Skin36
solbu
SupSuper
👽 Other milestones:
+2500 commits!
+100 closed issues!