Openapoc: TO REACH A BETA STATE #2 (All features implemented):

Created on 23 Nov 2017  路  8Comments  路  Source: OpenApoc/OpenApoc


    • [ ] Update GitHub and Appveyor to properly label builds with a recognisable version structure that can be used by none-tech savvy users for bug reporting once we have made the Beta announcement (expect a flood of new users)


    • [ ] Resolve the Ticks Per Second issue in #997 so that we can work on fixing all the erroneous calculations currently in OpenApoc that cause irregularities when dealing with Original Game stats and values


    • [ ] Nightly Score & Finances screen (given at 00:00:00 hours)


    • [ ] Weekly Funding Assessment screen


    • [ ] Victory & Defeat screens


    • [ ] Alien Takeover screen


    • [ ] Proper portal locations in the Alien Dimension


    • [ ] Proper portal movement in the Cityscape (with the option to choose weekly or daily movement of the portals)


    • [ ] Full Graphs and Stats feedback


    • [ ] Implementation of Agent medals and per-battle and inter-battle statistics


    • [ ] Implement a proper Collapse Algorithm for the Alien Umbilical in the Alien Dimension


    • [ ] Stop alien UFO growth when the applicable building is destroyed


    • [ ] "UFO Mushrooms" outside of the applicable alien building should appear, and be of the appropriate height and numbers, to give visual feedback to the player on what to expect for the next week's UFO Spawn. This feature of the OG is all too often missed (Partly because it doesn't always work and is easily bugged) but it is meant to provide some visual feedback as to what to prepare for the following week.


    • [ ] Implementation of the Overspawn


    • [ ] Organisations should be buying and selling their vehicles according to funds, relationships and missions that they want to spawn


    • [ ] Organisations should be making treaties, raiding each other, storming each other and X-COM both with vehicles and agents/gang members


    • [ ] Organisations should be sending illegal flyers (vehicles on attack missions) according to their relationships with other Organisations. These vehicles should be managed and purchased/sold as per point 15 and issues #999 and #1000


    • [ ] Organisations order their craft to retreat when heavily damaged and other AI improvements


    • [ ] Implementation of true ground vehicle movement (occupying and utilising lanes and highways correctly, tactical blocking of other traffic, overtaking etc.) #785


    • [ ] Implementation of "drive on right/left" of road option and associated pathfinding rules #785


    • [ ] Implementation of the full Dynamic Action Music structure of OG with intelligent mixing logic #618


    • [ ] Implementation of modding support for Dynamic Music (Allowing modders to specify the threat level it is played at) (Rudimentary Mod Support is currently being tested, dynamic music does not yet work) #618


    • [ ] Push @FilmBoy84 to finish up the OpenApoc OST Mod so it can be released with the move to Beta as part of project marketing. Update the OpenApoc installer to offer it as an optional download. (WIP and nearly finished, @makus82 to complete the artwork in both 16:9, 16:10 and 25.12 Aspect Ratios for CD-A/1080p/1440p)


    • [ ] In message history screen message list not auto scroll to newest message at bottom #546


    • [ ] Add a daily screen report (It just doesn't come out at the end of the day, there is a problem with events, they sometimes get out in the wrong order if they happen at the same time, for example at 00:00:00)


    • [ ] Camera Follow in Geoscape only if craft's tab selected. #600


    • [ ] onHover for child controls (transaction screen) #216 (? already added, need some Enhancements)


    • [ ] Remove the "extra" two agents owned by the player at the start of the game (Original Game has 10, we have 12, two of which are not equipped with anything)


    • [ ] Either fix all the skirmish mode bugs (such as making it a true skirmish mode, not an invisible building in the city) or move it to a Debug Only function hidden behind F1 for debug mode and a keyboard shortcut - the current Skirmish Mode button needs removing from end users until the mode is fixed as it causes confusion


    • [ ] Alter the equipment load-outs of the "Developer Name Agents" for hire on Day 1 to only use weapons and equipment from Week 1 of the game - currently they allow the player to get equipment from later weeks


    • [ ] The Main Menu (Before Game Start) has an "Options" button - this counter intuitively links to Development Functions. We need to rename it as "Developer Functions" or something similar.


    • [ ] Add an Options Menu to the Main Menu that allows end users to change all possible game settings that they can before starting a new game (or loading an existing one) the current system of having to load or start a new game to change options is rather archaic and confusing to modern gamers

Code Query Enhancement Feature Request Help Wanted Not Yet Implemented Pathfinding Roadmap UnitAI / Behaviour Verified / Replicated WIP

Most helpful comment

Does this
"Organisations order their craft to retreat when heavily damaged and other AI improvements"
not already work? I believe a craft is retreating when it's low on health, as per its aggressiveness level? Regardless of the org, even player craft will do it?

All 8 comments

Removed the alien infiltration graph and moved to alpha - it's pretty much unplayable without knowing that stuff :)

Every Day Score and Finance screen
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Weekly Funding Assessment screen
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And after
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Does this
"Organisations order their craft to retreat when heavily damaged and other AI improvements"
not already work? I believe a craft is retreating when it's low on health, as per its aggressiveness level? Regardless of the org, even player craft will do it?

I will test ... but i think u right

Does this
"Organisations order their craft to retreat when heavily damaged and other AI improvements"
not already work? I believe a craft is retreating when it's low on health, as per its aggressiveness level? Regardless of the org, even player craft will do it?

it seems its not implemented even if mode is defensive and phoenix hovercar is HP left 5%
few times ..maybe its bugged...

Also there is a bug where if targeted UFO run away in gates then xcom vehicle retarget to seems random building ...

Here 12 and 13 point can be checked? or what ?

Not yet, we need to resolve the full mechanics as described in #999 and #1000 as well as having organisation recruit/hire/fire staff and their agents move around the city (albeit hidden from the user) rather than simply spawning in/out according to mission.

The previous "Workers" mechanics by Shellstorm does this for buildings, but for individual squads of organisation agents, that is not a thing yet. There's a lot of stuff that needs work hidden away from user eyes to allow modding and original game logic both functional and intended by design before we can call 12 and 13 fully complete :)

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