DEV update:0. GLOBAL DAMAGE ALTER PER TYPE
Priority: very low
Justification: While it would be helpful, I have accepted that this would be difficult/controversial to implement. Since we can do the same with individual weapons, and the bulk of my work there has already been done, I don't really care much any more.
A more general system for inheriting parts of item definition would be awesome though.
Changing default values technically requires either:
1. not changing them at all, store both modded value and modded default value and decide real-time, which one to use... which is inefficient, prone to errors and cannot be generalized... it's used on a few places, but it's an extreme PITA and cannot be used on larger scale
2. creating a completely new secondary mod system that is processed before the current mod system... just to have the default values prepared before any of the primary mod stuff is processed... that's a huge amount of work, for very questionable benefit
You can basically consider this request as
rejected.
A workaround/compromise I can offer is to create a few templates and use
refNode attribute to inherit from templates when creating new items, armors, etc.
1. MORE THAN 1 DAMAGE TYPE PER BULLET
Priority: low
Justification: With the new definable damage types, the need for multiple damage types per attack has significantly diminished. For example instead of making an AP bullet which also deals electric damage, I can simply create a new damage type and match armours accordingly. Again, this is much more work for me, but it is doable.
No.I don't see any good way how to implement a mechanic so different from everything else... without breaking everything else.
If you want, you can override the heck out of everything using
Yankes-scripts... but the result is your responsibility.
2. TERRAIN DESTRUCTION BY MELEE
Priority: high
Justification: Lack of this feature has been a pain since melee weapons were added, and nothing has changed here. Half-assed solutions like 1-tile "ranged" weapons are not really satisfactory, and impossibility of using a machete to damage a bush is frustrating.
This is hard to do (both design and implementation), but it is
todolisted and will eventually come, one way or another.
3. TERRAIN TRAMPLING BY AI UNITS
Priority: medium
Justification: Reaper rampaging through walls would be a fun feature to have, and it would make the AI more unpredictable. Small features like this one, when aggregated, make for a better, more complex and enjoyable experience. Still, it's a small addition, which in itself wouldn't impact the game all that much. Desireable, but not a high priority.
(IMO) not worth the effort.
It is a small feature gameplay-wise, but a very large feature (IMO) technically.
Not saying complete no, but it's on the very
bottom of things I'd consider doing.
4. ALTERNATE ANIMATION FOR OVERKILL
Priority: medium
Justification: A purely aesthetic thing, but adding it would really enhance the experience. Ludicrous Gibs are a trope for a reason, and some weapons just aren't the same without it. Plus it seems (to a layman like me) to be relatively easy to add.
This one is for
Yankes, I can't comment much.
It might already be possible using Y-scripts, or they could be extended to support this.
5. MULTIPLE UFOS/CRAFTS
Priority: low
Justification: You can circumvent this problem by using UFOs with the same tilesets, which makes this feature a little less urgent. I'd probably place it at medium priority, but I already learned to live without it without much loss.
No.UFO crash/landing sites are limited to one UFO and one xcom craft.
Visually, you can create a craft that looks like two or more craft... see 40k.
Visually, you can create a UFO, which looks like multiple UFOs...
But in the background, there will always be just one of each.
6. X-COM CRAFT CRASH SITES
Priority: very low
Justification: I don't even know how I would want to use this feature. Would have probably removed it long ago, but some other modders expressed interest in it, so I'm keeping it for now.
No.All discussions so far led to a conclusion this makes no sense... it's just an idea that pops up in people's minds... but after thinking a bit about it, most quickly reject it as "nonsense".
7. RESEARCH: FALSE FOR UFOPAEDIA ARTICLES
Priority: medium
Justification: Lack of this option causes confusion with some Piratez players and there's no other way of clearing it up easily (without sacrificing some gameplay).
What is this?8. FACILITIES: REQUIRED STAFF (SOLDIERS)
Priority: low
Justification: I think we have all accepted that this wouldn't happen anytime soon. Anyway, it's not my request and I have never really been interested in it personally, so it's hard for me to evaluate its value.
Then don't put it on your list?

Anyway,
Soldier Transformations now support transforming soldiers into items... so you can make a project that transforms your senior psi operative(s) into resource(s) required to build some advanced Psi facility for example... as requested by Nord.
9. (not on the list but requested elsewhere) MID-BATTLE REINFORCEMENTS FOR THE AI
Priority: very high
Justification: I literally have several missions already designed (and some of it even made!) around this concept. Definitely a must have for almost any tactical game which is supposed to cover various scenarios, and OXCE+ as a whole moves X-Com in that area.
On the
todolist, should happen before or with OXCE 7.0.
EDIT:
done in OXCE 6.7.4