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TO REACH A BETA STATE #2 (All features implemented): #264

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makus82 opened this issue Nov 23, 2017 · 7 comments
Open

TO REACH A BETA STATE #2 (All features implemented): #264

makus82 opened this issue Nov 23, 2017 · 7 comments
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Code Query Something doesn't seem right in the code. It may not be a bug, but it probably needs fixing! Enhancement This is a request for something that makes OpenApoc work better or more intuitively Feature Request This is a request for a new thing to be added to OpenApoc Help Wanted Help is required in making this fix/feature complete. If you can code or test, please take a look! Not Yet Implemented This fix or feature is not yet implemented or merged with trunk Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add?

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@makus82
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makus82 commented Nov 23, 2017

    • 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)
    • 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
    • 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 making treaties, raiding each other, storming each other and X-COM both with vehicles and agents/gang members
    • Organisations order their craft to retreat when heavily damaged and other AI improvements
    • 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) Play action music in Cityscape and Tactical #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)
    • 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)
    • 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
    • Implement the UFO "Apocalypse" Mission that spawns after the control centre is destroyed - the aliens should send ALL remaining UFOs and Overspawn to destroy the city on a city-wide attack mission that targets multiple buildings (ideally all if enough UFOs are available)
    • Implement the Large UFO Attack/Bombing Mission that occurs the day after X-COM first enter the alien dimension (All Alien Bombers and Destroyers are sent, with appropriate escorts and assault ships, to target multiple buildings in the city)
@makus82 makus82 added WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add? Not Yet Implemented This fix or feature is not yet implemented or merged with trunk labels Oct 18, 2018
@makus82 makus82 pinned this issue Apr 29, 2019
@makus82 makus82 changed the title DEVELOPMENT #2: To reach a mostly complete state, we also require: TO REACH A BETA STATE #2 (All features implemented): Apr 29, 2019
@FilmBoy84 FilmBoy84 added Code Query Something doesn't seem right in the code. It may not be a bug, but it probably needs fixing! Enhancement This is a request for something that makes OpenApoc work better or more intuitively Feature Request This is a request for a new thing to be added to OpenApoc Help Wanted Help is required in making this fix/feature complete. If you can code or test, please take a look! Pathfinding An issue relating to pathfinding of units UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer labels Jul 28, 2019
@JonnyH
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JonnyH commented May 2, 2020

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

@Istrebitel
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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?

@makus82
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makus82 commented Sep 24, 2020

I will test ... but i think u right

@makus82
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makus82 commented Sep 25, 2020

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...

@makus82
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makus82 commented Sep 25, 2020

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

@FilmBoy84 FilmBoy84 added the Roadmap A an issue containing features that need to be completed for a "full" gaming experience. label Feb 23, 2021
@makus82
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makus82 commented Feb 25, 2021

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

@FilmBoy84
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FilmBoy84 commented Feb 25, 2021

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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Labels
Code Query Something doesn't seem right in the code. It may not be a bug, but it probably needs fixing! Enhancement This is a request for something that makes OpenApoc work better or more intuitively Feature Request This is a request for a new thing to be added to OpenApoc Help Wanted Help is required in making this fix/feature complete. If you can code or test, please take a look! Not Yet Implemented This fix or feature is not yet implemented or merged with trunk Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add?
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