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TO REACH OPENAPOC RELEASE 1.0 #3:  #265

@makus82

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@makus82

To be feature complete compared to the Original Game:

  • 1. Better UnitAI (See the UnitAI thread at the forums)
  • 2. Battle AI advanced behaviour in evasive and normal mode: using cover, searching for cover, crouching, ducking, crawling, crawling to remain undetected, jumping, throwing grenades, diversionary assaults (false flags), flanking, strafing (both with and without firing weapons) and many others (See UnitAI thread at the forums)
  • 3. Battle AI taking cover. Evasive Mode. Agents seek safety and cover avoiding any confrontation when sighting an enemy they do not engage with weapons instead choosing to look for safe places to run.
  • 4. Battle AI: Normal Mode. Agents use cover and engage the enemy with caution.
  • 5. Battle AI: Aggressive Mode. Agents ignore risks and aggressively seek confrontation.
  • 6. Battle AI: When agents have wounds they should have penalty to moving and shooting.
  • 7. Battle AI: Wounded Agents should attempt to use medkits themselves when in cover and if they have both a free hand-slot and a medkit
  • 8. Battle AI: More intelligent hostile unit attack patterns (crawling under fire, use of smoke grenades, false flags, retreat, regroup etc. See the UnitAI thread at the forums)
  • 9. Improve the Cityscape AI making it more dynamic in response to threats and relations whilst using it's craft and agents
  • 10. Improve movement of Aliens within the city, targeting organisations they are trying to infiltrate first, whilst using existing friendly organisations to host alien eggs and chrysalis. In effect, intelligently moving and splitting their forces across the city. See [Cityscape] Alien Movement between buildings - Implementation ideas #697
  • 11. Make alien movement adhere to travel-time restrictions, not just jump them to the target building... They don't have to use people tubes or roads, and can move freely, but they should not jump to the target building. Debug users should be able to see them moving on the map.
  • 12. Retention of agents assigned to certain vehicles in building and agent assignment screens
  • 13. Implementation of the full agent name generator (improving where possible to allow male/female/unisex first names and last names for example)
  • 14. Coloured Text Support

And then, to be a full 1.0 OpenApoc release, we also need:

  • 15. Creation of a different file format other than XML for storing savegames so that save/loading takes reasonable amount of time - Figure out a better format than Xml for some (or all) our data files Figure out a better format than Xml for some (or all) our data files #150
  • 16. Different handling of game data (separation of "rules" and "gamestate", so that for example you can modify a research project in a mod, add that mod to your playthrough mid-game, and not have to lose all progress made on that project, or later remove the project mod, and have the changes reversed but research state persist)
  • 17. Close all issues relating to Original Game features (OpenApoc issues can be dealt with post 1.0)
  • 18. Anything else that stops OpenApoc working or improving upon the Original Game functionality

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    Code QuerySomething doesn't seem right in the code. It may not be a bug, but it probably needs fixing!EnhancementThis is a request for something that makes OpenApoc work better or more intuitivelyFeature RequestThis is a request for a new thing to be added to OpenApocHelp WantedHelp is required in making this fix/feature complete. If you can code or test, please take a look!Not Yet ImplementedThis fix or feature is not yet implemented or merged with trunkPathfindingAn issue relating to pathfinding of unitsRoadmapA an issue containing features that need to be completed for a "full" gaming experience.Verified / ReplicatedThis issue has been verified or replicated by a developerWIPWork In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add?

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