Possible future additions (List subject to change constantly, items will be added, modified and even removed)
The items on this list are in no particular order, I've taken the first 15 from the bottom of the Main 1.13 thread (Not sure what all 15 of them mean).
1. "sci-fi" items flag
2. more new weapons and items
3. externalization of explosion types
4. Get the enemies to actually use attached GLs properly
5. 7.62x54r ammo
6. low- to mid-power rifles
7. more attachments
8. more armour
9. sniper enhancement of some sort
10. better inventory management
11. vehicle inventories
12. ambient sound effects
13. editor exe (if possible) (Kaiden: New Beta Editor with 1.13 feature support and bugfixes)
14. higher resolutions
15. new animations (Kaiden: Currently on the list are prone/crouching LAW/Grenade and possibly Knife throwing animations)
16. More improvements to enemy AI and possible modifications to current AI.
17. New Profedit with support for 1.13 features, and In-game support for decrypted and restructured Prof.dat files.
18. More externalized INI values and options for better adjusting difficulty level.
- Restricting IMP character generation to Day 1.
- Restricting the number of IMP characters based on Difficulty.
- Setting to make ALL mines shut down randomly during the game.
- Setting to stop AIM Mercenary deaths.
- Setting to Open the MERC site up on Day 1.
- Setting to go with the above to make the advanced MERC Mercs available from Day 1.
- Externalized MINE Income modifiers per difficulty Level.
19. "Data" Folder location setting in the INI file for multiple "Data" Folders.
20. Improved "NPC" and "Quest" support for Modders (Externalized options for NPC locations and Quest data).
21. Ability to add new Merc's to M.E.R.C. (And possibly add new RPC's) without replacing existing ones.
22. New Improvements to Militia to make them better at handling the Enemy. (Currently have not decided on what Improvements to add, but MANY have been suggested).
23. Bug Fixes. Currently at last count, there were around 15 outstanding bugs in the game. Unfortunately, the latest Version has made the 6 or 7 reproduceable savegames obsolete. I will continue trying to fix the bugs in the 9-23-05 version until I can get new savegames with reproduceable bugs sent to me by the current playerbase.
24. Balance Tweaks - This of course will happen from time to time, but the major balance fixes will not occur for the "official" release until most of the balance effecting features have been added. Also most balance issues reported mostly deal with things that can be changed in the XML files.
25. XML Editor - Currently in progress, will make it easier for the less technical players to modify the XML files, as well as making it easier for the modders to make the massive amounts of changes to these files with fewer mistakes.
26. Molitov Cocktails (Need graphics currently possible in the XML files). Chainsaw and Hedge Trimmer. (So I'm a nostalgic DG player) I tried to convince Ian to let the DG source slip out years ago, but that never amounted to much (unless the end result was Wildfire and the JA2 source
27. Allowing the training of Militia up to Veteran status (with the probable requirement of 100 Leadership and Teaching and possibly even Expert Teaching).
28. New levels of Enemies and Militia.
29. New Vehicles and/or Modified old ones.
30. "Backpack" Interface to carry more items as opposed to the current XML option of making "Pocketed" items that hold attachments.
31. Ability to merge two items, and not only create a new item but retain one or both of the original items.
32. Fixing Civ/Militia/Enemy AI regarding landmines so the the Militia and Civilians stay away from the blast radius in friendly sectors, this will make them very useful for town defenses. Where as now, they are useless except for a handful of cheats when you flag them.
33. Move to a 100pt system for AP's so that different AP costs can be more diversified.
34. Move to a 100pt Item coolness factor (currently set at 1-10).
35. Advanced Character advancement system (optional setting in INI file) more RPG like progression. Higher levels, Higher stats and skills, More professions per character, slower advancement, etc...
36. INI Option (OR Main Screen option) for IronMan Mode and Timed Turns.
37. Using Existing unused variables in Prof.dat such as Nationality and the Theif attribute. As well as possibly adding new ones.
38. INI Setting to stop the Cutscenes from playing in the game.
39. Electric Fences Ala UB.
40. More Weapon/Item "stats" and options.
41. Enhanced Inventory control - SELL ALL IN SECTOR Hotkey, Drop All Items in Sector Hotkey, Merge all mergeable items Hotkey, etc...
42. Ability to use Ranged weapons as Melee Weapons (example Bayonet, or Pistol Whiping) Via Attachments and/or "B" key.
43. Bobby Ray ParaDrops to chosen Sector. Must have SAM control over Air Space, and if there is not a Merc in the sector, no Items will be delivered, or rather they will be stolen.
44. Externalized Option for AIM/MERC Payment options, Examples: One-time Fee, Normal 1day/1week/2week (possible addition of 1month fee).
45. Ability to have 24 Mercs instead of 18.
46. Enhanced Quest modding options. Including room for more Quest NPC's and custom fetch/kill/etc... type quests.
47. Installer for the patches and main initial installation of 1.13
48. Move some of the less-used game options into INI, to
be replaced by something more useful (already posted
this idea)
49. Apparently the mine to be infested in Sci-Fi mode
was supposed to be chosen at random among all
controlled mines. Instead, only two mines can be
infested. Will fix this.
50. Replace bitmasks in XMLs with multiple flags.
51. New item property: WearRate (with associated bonus).
Will control wear of guns and certain gun
attachments, as well as consumption rate for
expendable items like canteens.
52. New item property: ReliabilityBonus (can be a
penalty!)
53. Look at gun jamming.
54. LOS indicator: an option to show real field of view.
55. Look at randomised autofire (I have some funny ideas
for that).
56. Look at item generation frequency for AI.
57. Look at encumbrance penalties. More graduated
penalty? Armour and items carried in hands count for
more?
58. Raise weapon command.
59. Forced turn-based command
60. Unload all carried items into sector inventory
button.
61. Externalise critical hit constants.
62. Flash-bang grenades with blinding and deafening
effect.
63. Better implementation of binocular-type items.
64. Externalise faction bodytypes, clothes, etc.
65. Possibly add more bodytypes.
66. Externalize quest data, starting location and other plot related devices.
67. Externalize Strategic Event Handlers so that new "events" can be added.
68. Externalize "Alternate" sector locations so that every sector can have alternative maps which can be triggered in multiple ways (If possible, if not, then they can be randomly chosen when the game starts).
69. Determine what "limits" are placed on sector sub-levels and remove those limits so that they can be used in creative ways (not neccessarily underground).