This will be combination of things that needs fixing and new features, but that will not need new art and similar (also I dont suggest all of this to be in next version

, but just throwing ideas ):
-Pathfinding options set on max (should be easy to do):On default when starting the game the option pathfinding that is in options/performances CPU level usage for pathfinding should be set on 6. Not on 3(or 4). The problem is the way it works is it limits the number of action per time, so if you have more people, they will pause often if they have a lot of orders, and the game will feel broken on pathfinding 4. Most people dont know that there is a option to change it, and think the game is bugged. If on default it is set on 6, there will not be anymore problems like this
-Making it possible for townies when crafting to go to eat/sleep:If you set something to be crafted (so lets say a table that needs 4 wood), townies will not stop crafting until he finish it. So if he gets hungry, and the 4 woods are all over the levels/dungeons he will starve/die from not sleeping. Fix is, if he gets hungry/sleepy he should stop to work, and go to eat/sleep. Some other should continue the work or should wait for one to finish eating/sleeping.
The game had similar problem with trading, people would not stop to trade items even if they are hungry, but that was fixed later (telling you this because maybe the fix is similar from the code)
-Terraforming:This will probably be very hard. So, the thing we need is to be able to place dirt/sand/ice blocks so you can till it, plant plants, grow trees, farms and similar. Currently there are no options like that, all block that you place can not work like normal terrain that is generated on the beginning of the game
-Destroy/remove order for towniesat the moment there is no order where you can remove/destroy buildings, walls or anything. You need to do it manuely, with right click/ destroy item. Suggestion is to implement a new order for townie that will work like remove scaffolding order (or mine/dig that will work for player placed walls also), but just for placed blocks (so if you want to remove a wall, you can just order it for townies to do it for you)
-Barrels/chest/containers inherit the stockpile lists:So if you place a barrel on a stockpile, it should have same list of items that townies need to place in them as the stockpile it is on. At the moment, you need to right click and set items for every barrel manually
-dungeon level limit for craftingIn citizen option when opened in the upper right corner there are two arrows for setting the limit for dungeon access for hauling/equipment of townies. That limit does not work, if you order your townies to craft something (they will still go for materials in the dungeon). So my suggestion is that the limit is also for everything (crafting, trading and similar)
-Dungeon level limit and priorities per townie groupAt the moment you can only put global dungeon level limits for all townies, and its same for priorities . Suggestion is to make it possible to put it for every group of townies you make (for this you will probably need new interface additions, but art is already there)
-Townies(and guards) running away when low on health:when fighting townies will fight till death. Suggestion when they are low on health, they should run away to personal room/hospital
-Fear mechanic (will need some brainstorming)generally if townie and items he has are less effective than the monster he will fight, he should not start the fight in the first place. So if he is naked and the destination where he is moving is close to some monster that will one hit kill him, he should not run there to get the item (if he is a guard it should not count, they dont have fear and often you want to swarm some monster to kill them).
-item stacking on ground:at the moment if a item drops over another item (like when killing monster)and there is no room in next block near it where to drop, the item will be destroyed (so lot of good items/weapons are lost). So suggestion is to make items on one block/grid be able to stack . Maybe when you kill a monster a new type of item will drop (a bag or something) that works like a barrel and that will get filled with items from monster you kill on that block.
-Message for townies stuck:often when building a townies will be left on roof/wall and die from hunger. If it happens (so he is hungry but cant get to food, or want to sleep but cant get to his personal room) a message in the announcment should be that a townie is stuck.
-Order in building flat areas/roofsat the moment when ordering to build a flat area in air that is connected to a wall, townies will bring the blocks and put them random in air (not near the blocks on the wall so they connect), so most of time, blocks will be in air and fall down. Suggestion is that they put blocks in order, so they are put one after another so they are always connected. Maybe a new type of order where you can set from where they need to start to build for the NxM area.
-Heroes economy/quests (will need a lot of brainstorming):This is one of main features not implemented in the game. General idea is that heroes are fully controlled by AI, and you can only influence them indirectly. They should buy items/weapons from you (so there needs to be a option that you can sell items that you craft), pay you rent for rooms. You should give them quests (kill x monsters, clear dungeon level, defend area for x time...) for what you pay them coins and similar (if you played majesty games, something like that). But there needs to be a lot of thoughts put in this so it works good.
This was posted from ben, the ex townie developer (would love if he would still be here to work with you on the game)some time ago, also a nice list:
burningpet wrote:- make a proper, interactive and graphical tutorial system.
- solve the nagging issue of multiple items on the ground (the inability to have them, actually)
- solve the issue of level restriction not coming into play when townies check for items to craft.
- solve the starving en-route.
- solve ranged combat (which currently work based on LOS). enable ranged combat to work across gaps. enable refreshing of ammo.
- enable mass destroying of walls/roofs/blocks
- get rid of the farms. implement a breeding system for the animals. allow animals to eat on their own. get rid of mines as they are. introduce a better method of mining, even if it will still remain infinite.
- introduce the ability to craft more than 1 item per queue without using voodoo scripting workarounds that can fail sometimes (for example, to be able to cut trees into 4 logs, this will allow for a better fine tuning of the economy and will be able to make the building side a faster process (no more need for 1 stone vs 1 block)
- introduce a better system for having item states and attributes. meaning, fruit trees would not get destroyed and rebuilt as fruitless trees, same with the milking cows etc etc. this is something i wanted all along from the start.
- make all enemies exactly like heroes/townies = being able to equip with any weapon, have a name, level range, etc.
- introduce the fear system i talked about in the past.
- solve AI pathfinding quirks, when travelling the dungeon and when building roofs/high blocks
- introduce tools. introduce limited actions to tools. introduce limited actions to skills/effects.
- reexamine combat mechanics.
- make containers inherit the stockpile attributes it stand on. have the option to mass manipulate containers of each type.
- make water a semi interactive element. meaning, some creatures could cross it.
- allow for flying creatures (would pose a different threat on walled towns)
- terraforming, meaning, rebuilding terrain.
-- allow for heroes trading and heroes loot. allow heroes to stack up items.
-- more indepth events system, reexamining the gods system. implementing the recipe and shrine interface (so that the shrines wont have pre written options)
-- allow for "pre trading", meaning, to be able to tell what to sell to the caravan without it being there, so that when it comes, the goods get sold automatically. also have a "wishlist" buy option, so that if the caravan come and has the required item it will be automatically bought
-- introduce items larger than 2 tiles
-- introduce work and battle animations