Finish replacing all placeholder assets.
Implement end game events
Will require a few mac guffins to be found on the map, a few to be built, and a few to be traded/fought for.
More events and locations of interest to support end game arc.
Ability to send out expeditions to start a new base on a different map.
Further expansion of workshop building system.
Allow simple workshop to be placed easily, but modular upgrades which can improve productivity and quality.
Taming of animals which can be mounted.
Taming system overhaul.
Diplomacy and more complex interaction with other factions
Localization for German, Russian, French, Chinese, and Japanese.
Morale and squad leader affects combat ability.
Mid game research will require more things.
System to simulate local effects.
Deal with smoke from fireplaces and furnaces.
Deal with rotting corpses.
Steam workshop/mod support.
Baby state for newly born colonists.
Very basic system to load mods through Steam workshop.
Unofficial partial localization for key interface text.
More complex interaction between colonists.
Start implementing mid game events.
Building for colonists to spar and improve combat skills.
Generate large caverns underground.
Rail system to allow for long distance fast travel.
Craft bandages and medicine.
More control over who gets treated.
Art overhaul for plants and trees in game.
Rendering system improvements for plants and trees.
New models for pipes, windmills, mechanisms, water pump.
Overhauled system to move water around.
Interface improvements placing pipes and mechanisms.
Full GPU instancing for items and plants.
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.
Ability to quickly order walls/floors of rooms to be changed.
Wall and floor material affects quality of room.
Colonists have grace period before suffering from cold
Colonists shelter from cold or hot
Food items will rot with rate affected by temperature
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.