Hi, wanted to contribute a number of suggestions, some of these may already exist in some capacity, many I'm sure have been suggested, but I wanted to voice them.
1.Transformations == Weapon/Unit
1.1: On Death Transform (In Game: Zombie dies transforming into a Chrysalid)
1.2: On Hit Transform (In Game: Chrysalid strikes soldier transforming them into a zombie)1.3: On Hit Consume User (Example: The unit leaps onto the face of a soldier, transforming them into a zombie, but they remove themselves as a unit)1.4: Transformation Delay 0-X (Example: A unit (like a civilian) may spend X number of turns before converting to a zombie (transforms between player and enemy turn))
1.4.1: Can Cure With X (Example: Anti-Virus halts the Transformation clock)
1.5 On transform retain gear2.Gore == Unit
2.0: Gore colour (Black oil, Red blood, Green/Purple/Yellow/Blue alien blood etc.)
2.1: Blood Trail, when a wound is dealt a bit of blood is left on the floor
2.2: Overkill activates different corpse images, battlemap and inventory
2.3: Giblets 0-X tiles, on overkill an explosion drops random giblets within radius, this could just be an animation of blood droplets
2.4: Shrapnel Radius, Amount, Damage, Like a top down shotgun blast, fragments of bone/metal scatter
2.4: Bloody Water 0-X tiles, when underwater the corpse obscures with Gore coloured smoke
3.Melee Attack Types == Weapon // Probably a more useful suggestion3.1: "Strike" 1 tile facing (In Game)
3.1.1: Number of strikes in attack
3.2: "Swing" amount, the number of surrounding tiles struck to left and right of the tile attacked (max 4 = a round swing, 1 = a sword swipe, 0 = forward strike (max different for a 4 tile unit))
3.3: "Reach" amount, the attack can strike further than 1 tile
4.Self Harm == AI // Suicide Units
4.1 Is afraid to hurt self using items (true/false)
4.2 Cares about blast radius using items (true/false)
4.3 Triggers [StunSelf/KillSelf/ExplodeSelf(+exp-types)]
4.3.1 When dead (true/false)
4.3.2 When Unconscious (true/false)
4.3.3 When Mind Controlled (true/false) // Really would be good to buff aliens with lower psi defence that work alongside psi-units
5.
Area to Head == AI (I'm too basic to use this )
6. Vampiric Drain == Weapon // Wanted for Calcinite may be possible love to know what to declare if so
6.1 Takes X away from target, Grants Y to user (Takes HP for HP, or nightmare-thing might take away bravery (spc psi cake mission in xcom files))
7. Acid "Fire" (Fire Spite changed to pool of bubbling acid)
7.1 The acid attack drops a pool of acid at the feet of target (I'm guessing this can already be done)
8. Push == Weapon // useful for creating an arsenal of telekinetic powers, melee weapons, explosive effects. allows manipulation of environment to suit player8.1 Relative to projectile the target is pushed back x tiles (maybe corpse weight could be used to throw them??) if there is nothing blocking it from being so (allows for grenades to push things (ideally shotguns too but no idea how the scatter would work with the effect))
8.1.1 Effects on 4 tile monsters, default 0
8.1.2 -1/-2/etc causes Pull
8.1.3 Items are thrown with relative strength from point of explosion
9. Random weather == Misson
8.1 Rain cascades down in overlay.
8.2 Rain increases the effect distance has on weapons, and slightly reduces sight
8.3 Fog slightly increases the effect distance has on weapons, and greatly reduces sight Bit of a spitball, wouldn't add much, but might mix up the fighting conditions
10. Enemy Waves == Mission
1.1 Initial Unit pool
1.2 On turn X send UnitPoolY
1.2.1 From edge of map
1.2.2 Spawn from specific tile types (Enemy Reinforcement Tile)
Will add to if I have any more ideas (I know that's not what you need lol, but I like to store my thoughts),
Thanks to the few of you working OpenXcomExtended you guys are wizards!