Rail system to allow for long distance fast travel.
Morale and squad leader affects combat ability.
Ability to quickly order walls/floors of rooms to be changed.
Wall and floor material affects quality of room.
More complex interaction between colonists.
More places of interest on the map.
Dry, normal, and wet.
Hot, temperate, and cold.
More plants and creature types for each biome.
LOD, optimization pass.
Baby state for newly born colonists.
More detailed siege system will consider colony weak points and raid crops.
Sturdy defences cause enemies to give up and leave.
Uses water physics to defend colony.
Better new player experience.
New building, meeting room to conduct trade and contact factions.
How satisfied emmisaries are with their interactions with you will affect their relationship with you.
Water pump and windmill system to manage the flow of water.
Water required for drinking and faster crop growth.
Salt water can be turned into fresh water and salt with the salt works.
Ability to form squads and order colonists to positions to defend the colony.
Equipment can be assigned and will only be worn when ordered.
Colonists will try to manage their inventories themselves.
Map populated with various factions which will interact with colony.
Factions have their own structures on the map.
Can trade with factions for items or new colonists.
Quality of room affected by size, decor, and buildings inside.
Room quality affects everything from items made to quality of sleep.
Basic underground trees and creatures.
Trinkets and rings can be made to affect colonist relationships.
Relationship panel to view relationships.
Allows for storing of multiple items in the same space.
Colonists will store unused items in chests.
Added animal pen building and sheep animal.
Livestock can be captured then bred for wool or meat.
Low temperatures cause unhappiness and reduce crop growth.
Clothing can be worn to prevent this.
Buildings and items must now be unlocked thorugh research at the research building.
Skilled miners have the chance to discover nearby veins of ore.
Animals react to colonists and also reproduce themselves.
Traits affect colonist skills and relationships.
Enemies should be able to deal with basic walls and doors.
Height gives an advantage in combat.
Must be manned by colonists and provided with ammo.