v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Consolidated development

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
This is an (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the ''Dwarf Fortress'' webpage. It includes all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html here].
+
This is a (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the Dwarf Fortress webpage. It includes all long- and short- Term arcs, core-Items, Reqs, Bloats and Powergoals.
 
 
Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current development.
 
  
 
=Arcs=
 
=Arcs=
  
An arc is a number of features that add to one theme-field. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily.  
+
An arc is a number of features that add to one theme-field. Many of a arcs features can but dont need to be done simultaneously - as such the status of completeness cant be determined that easily.  
  
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done.  
+
Short-term arcs are the arcs that are likely to be done in the near future. Long-term arcs on the other hand will be added much later or even after the version 1.0 is done.  
  
 
==Short-Term Arcs==
 
==Short-Term Arcs==
  
{| class="wikitable" valign="top"
+
{| class="wikitable"
|- style="background:#EFEFEF"
+
{| border = 0 cellspacing="3" cellpadding="5" valign="top"
! style="width:20%"|Arc
+
|- valign="top"
! style="width:40%"|Description
+
! style="background:#efefef;width:20%;"|Arc
! style="width:40%"|Requirements
+
! style="background:#efefef;width:40%;"|Description
|-
+
! style="background:#efefef;width:40%;"|Requirements
 +
|- valign="top"
 +
|- valign="top"
 
| BUSTLING TOWN ARC
 
| BUSTLING TOWN ARC
 
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.
 
| The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting.
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].
+
| [[#Core41|Core41]], Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148.
|-
+
|- valign="top"
 
| FIRE AND LIGHTING ARC  
 
| FIRE AND LIGHTING ARC  
 
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.
 
|  The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways.
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].
+
| [[#Core14|Core14]], Core55, Req96 and PowerGoal150.
|-
+
|- valign="top"
 
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
 
|  BURROWS, TRANSPORTION AND AUTOMATION ARC
 
|  Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.
 
|  Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example.
| [[#Core36|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].
+
| [[#Core36|Core36]], Core56, Core57, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313.
|-
+
|- valign="top"
 
|  ADVANCED HELP ARC   
 
|  ADVANCED HELP ARC   
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help.
+
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help.
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
+
|  [[#Core19|Core19]], Core22 and Core58.
|-
+
|- valign="top"
 
|  CARAVAN ARC   
 
|  CARAVAN ARC   
 
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.
 
|  As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.
|  [[#Core3|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].
+
|  [[#Core3|Core3]], Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
|-
+
|- valign="top"
 
|  COUNTY ARC  
 
|  COUNTY ARC  
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].
+
| [[#Core28|Core28]], Core29 and PowerGoal53.
|-
+
|- valign="top"
 
|    ARMY ARC  
 
|    ARMY ARC  
 
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc.  
 
| You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc.  
| [[#Core26|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].
+
| [[#Core26|Core26]], Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147.
|-
+
|- valign="top"
 
|  NEMESIS ARC  
 
|  NEMESIS ARC  
 
| The civilization leaders should be fleshed out in many ways.  
 
| The civilization leaders should be fleshed out in many ways.  
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].
+
| [[#Core11|Core11]], Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
|-
+
|- valign="top"
 
|  RELATIONSHIPS ARC  
 
|  RELATIONSHIPS ARC  
 
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.  
 
| You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.  
| [[#Core59|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].
+
| [[#Core59|Core59]], Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
|-
+
|- valign="top"
 
|  DIPLOMACY ARC  
 
|  DIPLOMACY ARC  
 
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything.  
 
|  There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything.  
| [[#Core33|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].
+
| [[#Core33|Core33]], Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
|-
+
|- valign="top"
 
|  GHOSTS ARC   
 
|  GHOSTS ARC   
 
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.).  
 
| When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.).  
| [[#Core67|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|PowerGoal107]].
+
| [[#Core67|Core67]], Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
|-
+
|- valign="top"
 
|  AFFILIATION ARC  
 
|  AFFILIATION ARC  
 
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.  
 
|  You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.  
| [[#Core64|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].
+
| [[#Core64|Core64]], Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
|-
+
|- valign="top"
 
|  COMBAT ARC  
 
|  COMBAT ARC  
 
| Many more combat skills and more attributes, etc.  
 
| Many more combat skills and more attributes, etc.  
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].
+
| [[#Core72|Core72]], Core73, Core74, Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150.
|-
+
|- valign="top"
 
|      SCENARIOS ARC  
 
|      SCENARIOS ARC  
 
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations.  
 
| Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations.  
| [[#Core75|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|Bloat143]].
+
| [[#Core75|Core75]], Core76, Req214, Req317, Bloat26 and Bloat143.
|-
+
|- valign="top"
 
|  LIFE CYCLE ARC
 
|  LIFE CYCLE ARC
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability unrelated to the actions of the player, so it has to be done carefully.  
+
|  Right now, there are no births and no aging in the towns and other populations. From the founding of a town, it should instead simulate and track these things during world creation. This makes the world much more interesting and also more resilient to changes inflicted by the player. At the same time, it creates instability un |the actions of the player, so it has to be done carefully.  
| [[#Core77|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
+
| [[#Core77|Core77]], Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
|-
+
|- valign="top"
 
|  ARTIFACT ARC   
 
|  ARTIFACT ARC   
 
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.
 
| Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance.
| [[#Core79|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|PowerGoal134]].
+
| [[#Core79|Core79]], Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
|-
+
|- valign="top"
 
|  CRIME AND PUNISHMENT ARC  
 
|  CRIME AND PUNISHMENT ARC  
 
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution...  
 
| There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution...  
| [[#Core82|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].
+
| [[#Core82|Core82]], Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
|-
+
|- valign="top"
 
|  ADVENTURER SKILLS ARC   
 
|  ADVENTURER SKILLS ARC   
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills related to survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
+
| It's nice to have all those jobs and professions sitting around in the dwarf mode. The adventurer should be able to do these things, especially those skills |survival in the wilderness. Eventually you'll be able to place constructions, create a home and have your own site on the map.  
| [[#Core84|Core84]], [[#Core85|Core85]], [[#Core86|Core86]], [[#Req32|Req32]], [[#Req34|Req34]], [[#Req99|Req99]], [[#Req107|Req107]], [[#Req168|Req168]], [[#Req236|Req236]], [[#Req302|Req302]], [[#Req327|Req327]], [[#Req491|Req491]], [[#Bloat160|Bloat160]], [[#Bloat317|Bloat317]], [[#Bloat380|Bloat380]], [[#PowerGoal 9|PowerGoal9]], [[#PowerGoal 15|PowerGoal15]] and [[#PowerGoal 103|PowerGoal103]].
+
| [[#Core84|Core84]], Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103.
|-
+
|- valign="top"
 
|  ADVENTURER PARTIES AND ENTITY   
 
|  ADVENTURER PARTIES AND ENTITY   
| As an adventurer with followers, you should be able to make your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
+
| As an adventurer with followers, you should can your own entity definition. If you have enough people, you might be able to delegate orders and control them more strategically. You should also be able to control each member in a party of adventurers you make yourself. You could lead one and the others follow (as it is currently) or control them all, particularly during tense situations where you don't want to count on the AI.  
| [[#Core24|Core24]], [[#Core61|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
+
| [[#Core24|Core24]], Core61, PowerGoal20 and PowerGoal135.
|-
+
|- valign="top"
 
| DUNGEON ARC   
 
| DUNGEON ARC   
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in better with the world.
+
| Improve kobold and goblin areas and civilizations with eyes on expanding entity definitions and future random generation. Includes adding entity definitions and tags for more primitive humanoids like lizardmen. Make mega-beasts fit in with better with the world.
|  [[#Core89|Core89]], [[#Core90|Core90]], [[#Core91|Core91]], [[#Req8|Req8]], [[#Req80|Req80]], [[#Req107|Req107]], [[#Req148|Req148]], [[#Req232|Req232]], [[#Req284|Req284]], [[#Req324|Req324]], [[#Req375|Req375]], [[#Req426|Req426]], [[#Req476|Req476]], [[#Req479|Req479]], [[#Req504|Req504]], [[#Req576|Req576]], [[#Bloat17|Bloat17]], [[#Bloat23|Bloat23]], [[#Bloat169|Bloat169]], [[#Bloat172|Bloat172]], [[#Bloat189|Bloat189]], [[#Bloat190|Bloat190]], [[#Bloat241|Bloat241]], [[#Bloat383|Bloat383]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 32|PowerGoal32]], [[#PowerGoal 49|PowerGoal49]], [[#PowerGoal 50|PowerGoal50]], [[#PowerGoal 51|PowerGoal51]], [[#PowerGoal 52|PowerGoal52]], [[#PowerGoal 62|PowerGoal62]], [[#PowerGoal 100|PowerGoal100]], [[#PowerGoal 111|PowerGoal111]] and [[#PowerGoal 145|PowerGoal145]].
+
|  [[#Core89|Core89]], Core90, Core91, Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145.
|-
+
|- valign="top"
 
|  HUMANOID ARC  
 
|  HUMANOID ARC  
 
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings.  
 
|  Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings.  
| [[#Core87|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].
+
| [[#Core87|Core87]], Core88, Req148, Bloat206 and PowerGoal129.
|-
+
|- valign="top"
 
|  PRESENTATION ARC  
 
|  PRESENTATION ARC  
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.  
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].
+
|  [[#Core21|Core21]], Core50, Core51, Core52, Core54, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379.
|-
+
|- valign="top"
 
|  LANGUAGE ARC   
 
|  LANGUAGE ARC   
 
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
 
|  The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways.
| [[#Core97|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|Core100]].
+
| [[#Core97|Core97]], Core98, Core99 and Core100.
|-
+
|- valign="top"
 
| RANDOMIZATION AND RAWS ARC
 
| RANDOMIZATION AND RAWS ARC
 
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
 
| More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names.  
| [[#Core53|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].
+
| [[#Core53|Core53]], Core92, Core93, Core94, Core95 and Core96.
 
|}
 
|}
  
 
==Long-Term Arcs==   
 
==Long-Term Arcs==   
 
      
 
      
{| class="wikitable" valign="top"
+
{| class="wikitable"
|- style="background:#EFEFEF"
+
{| border = 0 cellspacing="3" cellpadding="5" -valign="top"
! style="width:20%"|Arc
+
|- valign="top"
! style="width:40%"|Description
+
! style="background:#efefef;width:20%;"|Arc
! style="width:40%"|Requirements
+
! style="background:#efefef;width:40%;"|Description
|-
+
! style="background:#efefef;width:40%;"|Requirements
 +
|- valign="top"
 
| HIGH LEVEL PLOTS AND DIPLOMACY
 
| HIGH LEVEL PLOTS AND DIPLOMACY
 
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with.  
 
| Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with.  
| [[#Core30|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|PowerGoal124]].
+
| Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
|-  
+
|- valign="top"   
 
| LATE GAME  
 
| LATE GAME  
 
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.   
 
| As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting.   
| [[#Bloat149|Bloat149]].
+
| Bloat149.
|-
+
|- valign="top"
 
| EARLY GAME  
 
| EARLY GAME  
 
| The Age of Myth in world generation should be playable.   
 
| The Age of Myth in world generation should be playable.   
| [[#Bloat148|Bloat148]].
+
| Bloat148.
|-
+
|- valign="top"
 
| HUMAN TOWN  
 
| HUMAN TOWN  
 
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.   
 
| You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting.   
|[[#Req469|Req469]] and [[#Bloat146|Bloat146]].
+
|Req469 and Bloat146.
|-
+
|- valign="top"
 
| GOBLIN/KOBOLD/CAVER  
 
| GOBLIN/KOBOLD/CAVER  
 
| Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.
 
| Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.
 
|  
 
|  
|-
+
|- valign="top"
 
| ELF FOREST RETREAT  
 
| ELF FOREST RETREAT  
 
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.   
 
| Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal.   
|[[#Bloat25|Bloat25]].
+
|Bloat25.
|-
+
|- valign="top"
 
| MONSTER  
 
| MONSTER  
 
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.   
 
| Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self.   
|[[#PowerGoal 60|PowerGoal60]].
+
|PowerGoal60.
|-
+
|- valign="top"
 
| MERCHANT  
 
| MERCHANT  
 
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.   
 
| With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game.   
|[[#PowerGoal 62|PowerGoal62]].
+
|PowerGoal62.
|-
+
|- valign="top"
 
| MAGIC  
 
| MAGIC  
 
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.   
 
| There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.   
| [[#Bloat134|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].
+
| Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
|-
+
|- valign="top"
 
| CONTROL A WIZARD ENTITY  
 
| CONTROL A WIZARD ENTITY  
 
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.   
 
| Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes.   
| [[#Bloat134|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|PowerGoal60]].
+
| Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
|-
+
|- valign="top"
 
| DEITY  
 
| DEITY  
 
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.   
 
| Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography.   
|[[#Bloat344|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].
+
|Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
|-
+
|- valign="top"
 
| WORLD GENERATION PARAMETERS  
 
| WORLD GENERATION PARAMETERS  
 
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.   
 
| Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go.   
| [[#Bloat150|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|PowerGoal125]].
+
| Bloat150, Bloat217 and PowerGoal125.
|-
+
|- valign="top"
 
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
 
| TERRAIN/WEATHER/SWIMMING/FLYING/BOATS  
 
| Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.
 
| Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.
 
|
 
|
|-
+
|- valign="top"
 
| PLANES  
 
| PLANES  
 
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.   
 
| Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game.   
|[[#PowerGoal 81|PowerGoal81]].
+
|PowerGoal81.
|-
+
|- valign="top"
 
| EDITORS  
 
| EDITORS  
 
| Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).
 
| Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).
 
|
 
|
|-
+
|- valign="top"
 
| AND MORE, AND WORSE  
 
| AND MORE, AND WORSE  
 
| I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.
 
| I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.
Line 191: Line 192:
  
 
=Core items=
 
=Core items=
{| class="wikitable" valign="top"
+
{| class="wikitable"
 +
{| border = 0 cellspacing="3" cellpadding="5" -valign="top"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
 
! style="width:10%"| Core-item
 
! style="width:10%"| Core-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:10%"| Status
+
! style="width:15%"| Status
! style="width:50%"| Description
+
! style="width:40%"| Description
! style="width:15%"| Requirements
+
! style="width:40%"| Requirements
|-
+
|- valign="top"
 
| <div id="Core1">Core1</div>
 
| <div id="Core1">Core1</div>
 
| WRESTLING
 
| WRESTLING
| Completed
+
| Completed  
 
| Introduce close combat with various manuevers.
 
| Introduce close combat with various manuevers.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core2">Core2</div>
 
| <div id="Core2">Core2</div>
 
| ADVENTURER EATING AND DRINKING
 
| ADVENTURER EATING AND DRINKING
| Completed
+
| Completed  
 
| Start the adventurer with food and allow them to eat and drink.
 
| Start the adventurer with food and allow them to eat and drink.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core3">Core3</div>
 
| <div id="Core3">Core3</div>
 
| CARAVANS
 
| CARAVANS
| (Future)
+
| (Future)  
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous.
+
| Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game| though caravans will no longer be 'generated' when needed.,entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress| although it's possible they could be abstracted a bit if they are too numerous.  
| [[#Core38|Core38]]
+
| <div id="Core38">Core38</div>
|-
+
|- valign="top"
 
| <div id="Core4">Core4</div>
 
| <div id="Core4">Core4</div>
 
| GROUND INTERACTIONS
 
| GROUND INTERACTIONS
| Completed
+
| Completed  
 
| Introduce adventurer interacting with the environment.
 
| Introduce adventurer interacting with the environment.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core5">Core5</div>
 
| <div id="Core5">Core5</div>
 
| ADVENTURER TRAVEL
 
| ADVENTURER TRAVEL
| Completed
+
| Completed  
 
| Allow the adventurer and companions to travel between sites on the world map.
 
| Allow the adventurer and companions to travel between sites on the world map.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core6">Core6</div>
 
| <div id="Core6">Core6</div>
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
| Completed
+
| Completed  
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core7">Core7</div>
 
| <div id="Core7">Core7</div>
 
| CONVERSATIONS
 
| CONVERSATIONS
| Completed
+
| Completed  
 
| Add the ability to talk to other creatures in adventure mode.
 
| Add the ability to talk to other creatures in adventure mode.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core8">Core8</div>
 
| <div id="Core8">Core8</div>
 
| ADVENTURER SHOPS
 
| ADVENTURER SHOPS
| Completed
+
| Completed  
 
| Basic buying and selling of objects in adventure mode.
 
| Basic buying and selling of objects in adventure mode.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core9">Core9</div>
 
| <div id="Core9">Core9</div>
 
| TOWNS
 
| TOWNS
| Completed
+
| Completed  
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core10">Core10</div>
 
| <div id="Core10">Core10</div>
 
| OO CODE UPDATE
 
| OO CODE UPDATE
| Completed
+
| Completed  
 
| Update all of the major code objects to C++.
 
| Update all of the major code objects to C++.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core11">Core11</div>
 
| <div id="Core11">Core11</div>
 
| ENEMY PETS
 
| ENEMY PETS
| (Future)
+
| (Future)  
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
 
| Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core12">Core12</div>
 
| <div id="Core12">Core12</div>
 
| END GAME
 
| END GAME
| Completed
+
| Completed  
 
| Handled dwarf mode end game.
 
| Handled dwarf mode end game.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core13">Core13</div>
 
| <div id="Core13">Core13</div>
 
| BEAST ATTACKS
 
| BEAST ATTACKS
 
| Completed
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core14">Core14</div>
 
| <div id="Core14">Core14</div>
 
| FIRE
 
| FIRE
 
| Completed
 
| Completed
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
 
| Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same "contaminant" system that currently handles poison injections.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core15">Core15</div>
 
| <div id="Core15">Core15</div>
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES
 
| (Future)
 
| (Future)
| Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
+
| Enemy leader play an important part in creating a story around otherwise by-the-numbers conflicts that can occur| so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could afford the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core16">Core16</div>
 
| <div id="Core16">Core16</div>
 
| END GAME 2
 
| END GAME 2
 
| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core17">Core17</div>
 
| <div id="Core17">Core17</div>
 
| LEGENDS
 
| LEGENDS
 
| Completed
 
| Completed
| Introduce the legends screen, historical events and historical figures.
+
| Introduce the legends screen| historical events and historical figures.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core18">Core18</div>
 
| <div id="Core18">Core18</div>
 
| INTERFACE KEYS
 
| INTERFACE KEYS
 
| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core19">Core19</div>
 
| <div id="Core19">Core19</div>
 
| TUTORIALS
 
| TUTORIALS
 
| (Future)
 
| (Future)
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
 
| Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core20">Core20</div>
 
| <div id="Core20">Core20</div>
 
| TITLE MOVIES
 
| TITLE MOVIES
 
| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core21">Core21</div>
 
| <div id="Core21">Core21</div>
 
| SOUND
 
| SOUND
 
| (Future)
 
| (Future)
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
 
| Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core22">Core22</div>
 
| <div id="Core22">Core22</div>
 
| ADVISORS
 
| ADVISORS
 
| (Future)
 
| (Future)
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
 
| Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core23">Core23</div>
 
| <div id="Core23">Core23</div>
 
| THE MANUAL
 
| THE MANUAL
 
| Completed
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
| Do all of the sections of a basic manual to be viewed in-game.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core24">Core24</div>
 
| <div id="Core24">Core24</div>
 
| ADVENTURER PARTIES
 
| ADVENTURER PARTIES
 
| (Future)
 
| (Future)
 
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
 
| Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.
| [[#Core61|Core61]]
+
| <div id="Core61">Core61</div>
|-
+
|- valign="top"
 
| <div id="Core25">Core25</div>
 
| <div id="Core25">Core25</div>
 
| PLOT CLEANUP
 
| PLOT CLEANUP
 
| Completed
 
| Completed
| The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.
+
| The dwarf mode used to have some fixed plot events| like an attack by an undead army and so on. These were excised| but there's a lot of associated cleanup needed. Once this is established| the game will be ready for armies.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core26">Core26</div>
 
| <div id="Core26">Core26</div>
 
| OVERLAND ARMIES ATTACKS
 
| OVERLAND ARMIES ATTACKS
 
| (Future)
 
| (Future)
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).
+
| The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).  
| [[#Core25|Core25]], [[#Core45|Core45]]
+
| <div id="Core25">Core25</div>, Core45
|-
+
|- valign="top"
 
| <div id="Core27">Core27</div>
 
| <div id="Core27">Core27</div>
 
| ARMIES OF DWARVES
 
| ARMIES OF DWARVES
 
| (Future)
 
| (Future)
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.
+
| You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.  
| [[#Core26|Core26]]
+
| <div id="Core26">Core26</div>
|-
+
|- valign="top"
 
| <div id="Core28">Core28</div>
 
| <div id="Core28">Core28</div>
 
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
 
| CONTROL OF TERRITORY AND EXTERNAL LOCATIONS
 
| (Future)
 
| (Future)
 
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
 
| As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item.
| [[#Core29|Core29]], [[#Bloat172|Bloat172]]
+
| <div id="Core29">Core29</div>, Bloat172
|-
+
|- valign="top"
 
| <div id="Core29">Core29</div>
 
| <div id="Core29">Core29</div>
 
| EXTERNAL CONSTRUCTIONS
 
| EXTERNAL CONSTRUCTIONS
 
| (Future)
 
| (Future)
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).
+
| World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change).  
| [[#Core28|Core28]]
+
| <div id="Core28">Core28</div>
|-
+
|- valign="top"
 
| <div id="Core30">Core30</div>
 
| <div id="Core30">Core30</div>
 
| KINGDOM
 
| KINGDOM
 
| (Future)
 
| (Future)
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.
+
| If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions.  
| [[#Core28|Core28]]
+
| <div id="Core28">Core28</div>
|-
+
|- valign="top"
 
| <div id="Core31">Core31</div>
 
| <div id="Core31">Core31</div>
 
| MAPS FOR SITES
 
| MAPS FOR SITES
 
| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core32">Core32</div>
 
| <div id="Core32">Core32</div>
 
| STARTING QUESTS
 
| STARTING QUESTS
 
| Completed
 
| Completed
| Set up asking about surroundings, basic quests and town defense.
+
| Set up asking about surroundings| basic quests and town defense.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core33">Core33</div>
 
| <div id="Core33">Core33</div>
 
| SERVING YOUR MONARCH
 
| SERVING YOUR MONARCH
 
| (Future)
 
| (Future)
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
+
| Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units| you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core34">Core34</div>
 
| <div id="Core34">Core34</div>
 
| ABANDONMENT
 
| ABANDONMENT
 
| Completed
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core35">Core35</div>
 
| <div id="Core35">Core35</div>
 
| DWARF RAIDS
 
| DWARF RAIDS
 
| (Future)
 
| (Future)
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.
+
| If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.  
| [[#Core27|Core27]]
+
| <div id="Core27">Core27</div>
|-
+
|- valign="top"
 
| <div id="Core36">Core36</div>
 
| <div id="Core36">Core36</div>
 
| BURROWS
 
| BURROWS
| (Future)
+
| Complete (partially)
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
+
| You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas large fortresses should become easier to manage.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core37">Core37</div>
 
| <div id="Core37">Core37</div>
 
| RETIREMENT
 
| RETIREMENT
 
| Completed
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
| Add the ability to retire (or rest) your adventurer in any town.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core38">Core38</div>
 
| <div id="Core38">Core38</div>
 
| SITE RESOURCES
 
| SITE RESOURCES
 
| (Future)
 
| (Future)
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
 
| The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core39">Core39</div>
 
| <div id="Core39">Core39</div>
 
| END GAME 3
 
| END GAME 3
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core40">Core40</div>
 
| <div id="Core40">Core40</div>
 
| MONSTERS
 
| MONSTERS
 
| (Future)
 
| (Future)
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
+
| Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress| due to a plot event. That might have to wait for magic.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core41">Core41</div>
 
| <div id="Core41">Core41</div>
 
| TOWN, HOME AND SCHEDULES
 
| TOWN, HOME AND SCHEDULES
 
| Completed
 
| Completed
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
+
| People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep| but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core42">Core42</div>
 
| <div id="Core42">Core42</div>
 
| TOWN, ITEMS
 
| TOWN, ITEMS
 
| (Future)
 
| (Future)
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
+
| Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns,professions, trade and resources.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core43">Core43</div>
 
| <div id="Core43">Core43</div>
 
| TOWN, IMPORTANT LOCATIONS
 
| TOWN, IMPORTANT LOCATIONS
 
| (Future)
 
| (Future)
 
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.
 
| Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.
| [[#Core42|Core42]]
+
| <div id="Core42">Core42</div>
|-
+
|- valign="top"
 
| <div id="Core44">Core44</div>
 
| <div id="Core44">Core44</div>
 
| OVERLAND TOWN MIGRANTS
 
| OVERLAND TOWN MIGRANTS
 
| Completed
 
| Completed
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
 
| If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core45">Core45</div>
 
| <div id="Core45">Core45</div>
 
| CIVILIZATIONS AT WAR
 
| CIVILIZATIONS AT WAR
 
| (Future)
 
| (Future)
| Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
+
| Civilizations (for example| goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.  
| [[#Core44|Core44]]
+
| <div id="Core44">Core44</div>
|-
+
|- valign="top"
 
| <div id="Core46">Core46</div>
 
| <div id="Core46">Core46</div>
 
| ARMY BATTLES
 
| ARMY BATTLES
 
| (Future)
 
| (Future)
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
+
| Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges| tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.  
| [[#Core45|Core45]]
+
| <div id="Core45">Core45</div>
|-
+
|- valign="top"
 
| <div id="Core47">Core47</div>
 
| <div id="Core47">Core47</div>
 
| CLEANING HISTORY
 
| CLEANING HISTORY
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core48">Core48</div>
 
| <div id="Core48">Core48</div>
 
| SEAMLESS MAP
 
| SEAMLESS MAP
 
| Completed
 
| Completed
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
 
| The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core49">Core49</div>
 
| <div id="Core49">Core49</div>
 
| FULL Z AXIS
 
| FULL Z AXIS
 
| Completed
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core50">Core50</div>
 
| <div id="Core50">Core50</div>
 
| TILESET SUPPORT
 
| TILESET SUPPORT
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core51">Core51</div>
 
| <div id="Core51">Core51</div>
 
| SIZEABLE GAME WINDOW
 
| SIZEABLE GAME WINDOW
 
| (Future)
 
| (Future)
| Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
+
| Allow the resizing of the game windows| and possibly the support of variable width fonts to allow more text to be displayed.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core52">Core52</div>
 
| <div id="Core52">Core52</div>
 
| INTERFACE OVERHAUL
 
| INTERFACE OVERHAUL
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core53">Core53</div>
 
| <div id="Core53">Core53</div>
 
| MORE RAW FILES
 
| MORE RAW FILES
 
| (Future)
 
| (Future)
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.
+
| Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out| but workshop and furnace types are certainly good candidates.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core54">Core54</div>
 
| <div id="Core54">Core54</div>
 
| TRANSLATION SUPPORT
 
| TRANSLATION SUPPORT
 
| (Future)
 
| (Future)
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
+
| Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators| though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core55">Core55</div>
 
| <div id="Core55">Core55</div>
 
| LIGHTING
 
| LIGHTING
 
| (Future)
 
| (Future)
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).
+
| This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc).  
| [[#Req96|Req96]]
+
| Req96
|-
+
|- valign="top"
 
| <div id="Core56">Core56</div>
 
| <div id="Core56">Core56</div>
 
| IMPROVED FORTRESS TRANSPORTATION
 
| IMPROVED FORTRESS TRANSPORTATION
 
| (Future)
 
| (Future)
| Though there's always going to be room for improvement here, some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
+
| Though there's always going to be room for improvement here| some basics are needed the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options| and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core57">Core57</div>
 
| <div id="Core57">Core57</div>
 
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
 
| IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING
 
| (Future)
 
| (Future)
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
 
| As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core58">Core58</div>
 
| <div id="Core58">Core58</div>
 
| DOCUMENTATION
 
| DOCUMENTATION
 
| (Future)
 
| (Future)
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
 
| The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a "dire economic forecast". Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core59">Core59</div>
 
| <div id="Core59">Core59</div>
 
| LOVE AND ROMANCE
 
| LOVE AND ROMANCE
 
| (Future)
 
| (Future)
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
 
| Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core60">Core60</div>
 
| <div id="Core60">Core60</div>
 
| HEIRS
 
| HEIRS
 
| (Future)
 
| (Future)
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
+
| Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants| and the notion of the family in general could afford to have more impact on the game.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core61">Core61</div>
 
| <div id="Core61">Core61</div>
 
| ADVENTURER ENTITIES
 
| ADVENTURER ENTITIES
 
| (Future)
 
| (Future)
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.
+
| Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in.  
| [[#Core24|Core24]]
+
| <div id="Core24">Core24</div>
|-
+
|- valign="top"
 
| <div id="Core62">Core62</div>
 
| <div id="Core62">Core62</div>
 
| FURTHER DIPLOMACY
 
| FURTHER DIPLOMACY
 
| (Future)
 
| (Future)
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.
+
| Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting| fun to uphold and,the state of the world| all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions| the system should be satisfying for version 1 as it merges with the caravan arc| wars| tribute and succession conflicts described in other v1 dev items.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core63">Core63</div>
 
| <div id="Core63">Core63</div>
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS
 
| (Future)
 
| (Future)
| First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
+
| First of all, succession for positions needs to occur in play, so that dead liaisons are replace,| as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core64">Core64</div>
 
| <div id="Core64">Core64</div>
 
| INDIVIDUAL AFFILIATIONS
 
| INDIVIDUAL AFFILIATIONS
 
| (Future)
 
| (Future)
| People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
+
| People in towns should be more distinct| and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well| especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it)| and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core65">Core65</div>
 
| <div id="Core65">Core65</div>
 
| ADVENTURER SITE AFFILIATIONS
 
| ADVENTURER SITE AFFILIATIONS
 
| (Future)
 
| (Future)
| When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
+
| When you perform a task for an entity,you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core66">Core66</div>
 
| <div id="Core66">Core66</div>
 
| HIDDEN FUN STUFF
 
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core67">Core67</div>
 
| <div id="Core67">Core67</div>
 
| RUINS
 
| RUINS
 
| (Future)
 
| (Future)
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place.
+
| There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things| mainly the civilization in question and what happened to ruin it in the first place.  
| [[#Core68|Core68]]
+
| <div id="Core68">Core68</div>
|-
+
|- valign="top"
 
| <div id="Core68">Core68</div>
 
| <div id="Core68">Core68</div>
 
| GRAVEYARDS AND TOMBS
 
| GRAVEYARDS AND TOMBS
 
| (Future)
 
| (Future)
 
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
 
| Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them.
| [[#Core67|Core67]]
+
| <div id="Core67">Core67</div>
|-
+
|- valign="top"
 
| <div id="Core69">Core69</div>
 
| <div id="Core69">Core69</div>
 
| OLD BATTLEFIELDS
 
| OLD BATTLEFIELDS
 
| (Future)
 
| (Future)
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
+
| Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces| especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields| but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core70">Core70</div>
 
| <div id="Core70">Core70</div>
| FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS
+
| FORTRESS RUINS,PRODUCTION TRACKING AND HISTORY TRIGGERS
 
| (Future)
 
| (Future)
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
 
| Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core71">Core71</div>
 
| <div id="Core71">Core71</div>
 
| BANDITS AND CULTS
 
| BANDITS AND CULTS
 
| (Future)
 
| (Future)
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
 
| It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core72">Core72</div>
 
| <div id="Core72">Core72</div>
 
| ROBUST ATTRIBUTE SYSTEM
 
| ROBUST ATTRIBUTE SYSTEM
 
| (Future)
 
| (Future)
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
 
| Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core73">Core73</div>
 
| <div id="Core73">Core73</div>
 
| COMBAT OVERHAUL
 
| COMBAT OVERHAUL
 
| (Future)
 
| (Future)
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
 
| This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core74">Core74</div>
 
| <div id="Core74">Core74</div>
 
| WOUND HANDLING
 
| WOUND HANDLING
 
| (Future)
 
| (Future)
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
 
| Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core75">Core75</div>
 
| <div id="Core75">Core75</div>
 
| ADVENTURER GENERATION AND SCENARIOS
 
| ADVENTURER GENERATION AND SCENARIOS
 
| (Future)
 
| (Future)
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
+
| The adventurer is quite a nebulous object at this point. There are a variety of angles that can be taken here| from weaving the adventurer fulling into their starting location's history, actually playing an existing creature in the world| creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core76">Core76</div>
 
| <div id="Core76">Core76</div>
 
| EMBARK SCENARIOS
 
| EMBARK SCENARIOS
 
| (Future)
 
| (Future)
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
 
| Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core77">Core77</div>
 
| <div id="Core77">Core77</div>
 
| AGE AND POPULATION TRACKING FOR ENTITIES
 
| AGE AND POPULATION TRACKING FOR ENTITIES
 
| (Future)
 
| (Future)
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
 
| Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core78">Core78</div>
 
| <div id="Core78">Core78</div>
 
| WILDERNESS POPULATION TRACKING
 
| WILDERNESS POPULATION TRACKING
 
| (Future)
 
| (Future)
| Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
+
| Wilderness population is quite limited| and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core79">Core79</div>
 
| <div id="Core79">Core79</div>
 
| COLLECTORS AND FINDING BUYERS
 
| COLLECTORS AND FINDING BUYERS
 
| (Future)
 
| (Future)
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
+
| As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects| if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core80">Core80</div>
 
| <div id="Core80">Core80</div>
 
| ARTIFACT MAGIC
 
| ARTIFACT MAGIC
 
| (Future)
 
| (Future)
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
 
| An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core81">Core81</div>
 
| <div id="Core81">Core81</div>
 
| TRIBUTE
 
| TRIBUTE
 
| (Future)
 
| (Future)
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
 
| The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core82">Core82</div>
 
| <div id="Core82">Core82</div>
 
| THIEF AND SUPPORTING CAST
 
| THIEF AND SUPPORTING CAST
 
| (Future)
 
| (Future)
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.
+
| Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode| beyond what's there now, is an open question.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core83">Core83</div>
 
| <div id="Core83">Core83</div>
 
| ARREST AND PUNISHMENT
 
| ARREST AND PUNISHMENT
 
| (Future)
 
| (Future)
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
 
| The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested there are various delicate steps that need to be performed properly for everything work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core84">Core84</div>
 
| <div id="Core84">Core84</div>
 
| HUNTING AND GATHERING
 
| HUNTING AND GATHERING
 
| (Future)
 
| (Future)
| You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
+
| You need to be able to obtain food from the wilderness and perform other tasks,processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core85">Core85</div>
 
| <div id="Core85">Core85</div>
 
| CHOP, DIG, BUILD!
 
| CHOP, DIG, BUILD!
 
| (Future)
 
| (Future)
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
 
| As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core86">Core86</div>
 
| <div id="Core86">Core86</div>
 
| ADVANCED ADVENTURER SKILLS
 
| ADVANCED ADVENTURER SKILLS
 
| (Future)
 
| (Future)
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
 
| Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core87">Core87</div>
 
| <div id="Core87">Core87</div>
 
| PROPER DWARVES
 
| PROPER DWARVES
 
| (Future)
 
| (Future)
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
 
| Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core88">Core88</div>
 
| <div id="Core88">Core88</div>
 
| PROPER ELVES
 
| PROPER ELVES
 
| (Future)
 
| (Future)
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
 
| As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal peoples, their dining habits in-game rather than just in world generation...
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core89">Core89</div>
 
| <div id="Core89">Core89</div>
 
| PROPER GOBLINS
 
| PROPER GOBLINS
 
| (Future)
 
| (Future)
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
 
| At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core90">Core90</div>
 
| <div id="Core90">Core90</div>
 
| PROPER KOBOLDS
 
| PROPER KOBOLDS
 
| (Future)
 
| (Future)
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
 
| Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core91">Core91</div>
 
| <div id="Core91">Core91</div>
 
| PROPER UNDERGROUND/MAP FEATURES
 
| PROPER UNDERGROUND/MAP FEATURES
 
| (Future)
 
| (Future)
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
 
| Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core92">Core92</div>
 
| <div id="Core92">Core92</div>
 
| APPEARANCE VARIABLES/DESCRIPTIONS
 
| APPEARANCE VARIABLES/DESCRIPTIONS
 
| (Future)
 
| (Future)
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
 
| This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core93">Core93</div>
 
| <div id="Core93">Core93</div>
 
| RANDOMIZED MEGABEASTS AND POWERS
 
| RANDOMIZED MEGABEASTS AND POWERS
 
| (Future)
 
| (Future)
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used.
+
| (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires <div id="Core92">Core92</div>.
| [[#Core92|Core92]]
+
|
|-
+
|- valign="top"
 
| <div id="Core94">Core94</div>
 
| <div id="Core94">Core94</div>
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| RANDOMIZED REGIONS AND THEIR FLORA/FAUNA
 
| (Future)
 
| (Future)
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
+
| The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Requires <div id="Core92">Core92</div>.
| [[#Core92|Core92]]
+
|
|-
+
|- valign="top"
 
| <div id="Core95">Core95</div>
 
| <div id="Core95">Core95</div>
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| RANDOMIZED ENTITIES AND CIVILIZED CREATURES
 
| (Future)
 
| (Future)
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.
+
| As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects.  
| [[#Core93|Core93]], [[#Core94|Core94]]
+
| <div id="Core93">Core93</div>, Core94
|-
+
|- valign="top"
 
| <div id="Core96">Core96</div>
 
| <div id="Core96">Core96</div>
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| GENERALIZED CURSES AND OTHER ALTERATIONS
 
| (Future)
 
| (Future)
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).
+
| "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects).  
| [[#Core92|Core92]]
+
| <div id="Core92">Core92</div>
|-
+
|- valign="top"
 
| <div id="Core97">Core97</div>
 
| <div id="Core97">Core97</div>
 
| IMPROVED PHRASE STORAGE
 
| IMPROVED PHRASE STORAGE
 
| (Future)
 
| (Future)
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
 
| The current system of storing names is not very extendable, so it needs to be altered to support later changes.
|  
+
|
|-
+
|- valign="top"
 
| <div id="Core98">Core98</div>
 
| <div id="Core98">Core98</div>
 
| BASIC GRAMMAR
 
| BASIC GRAMMAR
 
| (Future)
 
| (Future)
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.
+
| The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files.  
| [[#Core97|Core97]]
+
| <div id="Core97">Core97</div>
|-
+
|- valign="top"
 
| <div id="Core99">Core99</div>
 
| <div id="Core99">Core99</div>
 
| WRITING
 
| WRITING
 
| (Future)
 
| (Future)
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.
+
| Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this.  
| [[#Core98|Core98]]
+
| <div id="Core98">Core98</div>
|-
+
|- valign="top"
 
| <div id="Core100">Core100</div>
 
| <div id="Core100">Core100</div>
 
| NEW LANGUAGE ITEMS
 
| NEW LANGUAGE ITEMS
 
| (Future)
 
| (Future)
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).
+
| Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems).  
| [[#Core99|Core99]]
+
| <div id="Core99">Core99</div>
 
|}
 
|}
  
=Reqs=
+
=Bloats=
  
Reqs are old bugs, additions and adjustments that have to be handled.  
+
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
  
{| class="wikitable" valign="top"
+
{| class="wikitable"
 +
{| border = 0 cellspacing="3" cellpadding="5" valign="top"
 
|- style="background:#EFEFEF"
 
|- style="background:#EFEFEF"
! style="width:10%"| Req-item
+
! style="width:10%"| Bloat-item
 
! style="width:15%"| Name
 
! style="width:15%"| Name
! style="width:10%"| Status
+
! style="width:15%"| Status
! style="width:50%"| Description
+
! style="width:40%"| Description
! style="width:15%"| Requirements
+
! style="width:40%"| Requirements
|-
+
|- valign="top"  
| <div id="Req1">Req1</div>
+
| Bloat1
| PILE MASTERY AND TYPES
+
| ITEM GLOSSES
| (Future)
 
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
 
|
 
|-
 
| <div id="Req2">Req2</div>
 
| IMPROVED WORK ORDERS
 
| (Future)
 
| Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
 
|
 
|-
 
| <div id="Req3">Req3</div>
 
| TWEAK PRODUCTS OF WOOD BURNING
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req4">Req4</div>
+
| Bloat2
| PAYMENT FOR STORAGE JOBS
+
| MORE ITEM IMPROVEMENTS
| Completed
+
| (Future)
 +
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat3
 +
| PLAY
 +
| (Future)
 +
| Kids should want toys and play with them, adults can use puzzle boxes.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req5">Req5</div>
+
| Bloat4
| STOP TREES FROM BEING ADJACENT
+
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req6">Req6</div>
+
| Bloat5
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
+
| BURROWS
 
| Completed
 
| Completed
 +
| (Upgraded) Moved this to a core item.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat6
 +
| BAR COUNTING
 +
| (Future)
 +
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req7">Req7</div>
+
| Bloat7
| PARTY NOTIFICATION OPTION
+
| RENTAL UNITS
 
| (Future)
 
| (Future)
| Option to turn off notification about dwarves organizing parties.
+
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req8">Req8</div>
+
| Bloat8
| RIVER ACTIVITY AND ATTACKS
+
| RENT SETTING
 
| (Future)
 
| (Future)
| If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
+
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req9">Req9</div>
+
| Bloat9
| RESTRAINED SLEEP
+
| NOBLE RENT TWEAKS
 
| (Future)
 
| (Future)
| People don't sleep/rest when they are chained/caged.
+
| Nobles tweaking the rent of places they like so as to obtain them.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req10">Req10</div>
+
| Bloat10
| CARETAKER WELL USE
+
| WHEELBARROWS
| Completed
+
| (Future)
| Caretakers seeking water should be able to use wells.
+
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req11">Req11</div>
+
| Bloat11
| IMPROVED RESCUE
+
| FOOD HOARDERS BEWARE
 
| (Future)
 
| (Future)
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
+
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req12">Req12</div>
+
| Bloat12
| WRESTLE TARGET PROBLEMS
+
| VERMIN TROUBLE
| Completed
+
| (Future)
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
+
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req13">Req13</div>
+
| Bloat13
| WINTER CAVE RIVER
+
| HUNTING THE SMALL
| Completed
+
| (Future)
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
+
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req14">Req14</div>
+
| Bloat14
| OUTSIDE LAVA BLOCKING
+
| HUNTER AI
| Completed
+
| (Future)
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
+
| Be smarter about returning kills when interrupted.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req15">Req15</div>
+
| Bloat15
| LAVA AND TREES
+
| FILTHY COMBAT EXTENSIONS
| Completed
+
| (Future)
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
+
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req16">Req16</div>
+
| Bloat16
| REMOVE PUBLIC CHEST/CABINETS
+
| ADVENTURING IN DWARF MODE
 
| Completed
 
| Completed
| This is part of the swap over to the bin system.
+
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req17">Req17</div>
+
| Bloat17
| AJAR DEFAULT DOOR SETTING
+
| UNDERWATER DUNGEONS
| Completed
+
| (Future)
 +
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat18
 +
| VERMIN AND DISEASE
 +
| (Future)
 +
| Link vermin to plagues.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req18">Req18</div>
+
| Bloat19
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
+
| FLUID WORKSHOPS
 
| (Future)
 
| (Future)
| People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
+
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req19">Req19</div>
+
| Bloat20
| TARGETING PROBLEM
+
| TRAP CONVERSION ISSUES
| Completed
+
| (Future)
| Champions didn't seem to want to target anything.
+
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req20">Req20</div>
+
| Bloat21
| PILE CHECKING
+
| VARIOUS GHOST IDEAS
 
| (Future)
 
| (Future)
| People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
+
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req21">Req21</div>
+
| Bloat22
| BODYGUARDS LEAVING
+
| ART HISTORY
 
| (Future)
 
| (Future)
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
+
| Comments on art work, over different periods in the artist's career.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req22">Req22</div>
+
| Bloat23
| HAULING PROFESSION
+
| END GAME EXPANSION
 
| (Future)
 
| (Future)
| New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
+
| Extend adventure opportunities in end game caverns.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req23">Req23</div>
+
| Bloat24
| USE GROUNDING TO CURE TRAFFIC JAMS
+
| ADVENTURE MODE TWEAK
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req24">Req24</div>
+
| Bloat25
| TRANSFER PILES
+
| ELVEN FOREST RETREAT
 
| (Future)
 
| (Future)
| You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
+
| Control elf forest retreat. They could be on break all the time.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req25">Req25</div>
+
| Bloat26
| TANTRUM THROWS
+
| SIDE STORIES
| Completed
+
| (Future)
| Thrown tantrum objects don't hit other friendlies, but they should.
+
| Little scenarios and side stories added to caves to make them more interesting.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req26">Req26</div>
+
| Bloat27
| SLEEPING THROUGH TANTRUMS
+
| ABSTRACT KNOWLEDGE SYSTEM
| Completed
 
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
 
|  
 
|-
 
| <div id="Req27">Req27</div>
 
| IMPROVED WORKSHOP INTERFACES
 
 
| (Future)
 
| (Future)
| Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
+
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req28">Req28</div>
+
| Bloat28
| CHASMING REFUSE
+
| GATES
| Completed
+
| (Future)
| They used to throw refuse in the chasm. Now they don't. They should.
+
| Sizeable giant gates that can be opened and closed remotely.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req29">Req29</div>
+
| Bloat29
| SOLDIER PROFILES
+
| MECHANISMS OUTDOORS
 
| (Future)
 
| (Future)
| Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
+
| Allow some of the traps to be placed outside.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req30">Req30</div>
+
| Bloat30
| MORE TRADE GOODS
+
| AUTOMATE KITCHEN
| Completed
+
| (Future)
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
+
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req31">Req31</div>
+
| Bloat31
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
+
| ABUSING DIPLOMATS AND MERCHANTS
| Completed
+
| (Future)
 +
| Various ways to assassinate diplomats and cause trouble.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat32
 +
| WORKSHOP ASSIGNMENT
 +
| (Future)
 +
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req32">Req32</div>
+
| Bloat33
| SKILL SYNERGY
+
| EYE GLASSES
 
| (Future)
 
| (Future)
| Have some skills give bonuses to other skills.
+
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req33">Req33</div>
+
| Bloat34
| SMARTER ENGRAVER
+
| MIRRORS
| Completed
+
| (Future)
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
+
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req34">Req34</div>
+
| Bloat35
| SHODDY ITEMS
+
| PROSTHETIC LIMBS
 
| (Future)
 
| (Future)
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
+
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req35">Req35</div>
+
| Bloat36
| SHODDY START ITEMS
+
| DICE AND PLAYING CARDS
 
| (Future)
 
| (Future)
| Shoddy items for low skill settlers.
 
| [[#Req34|Req34]]
 
|-
 
| <div id="Req36">Req36</div>
 
| INIT BUG
 
| Completed
 
| Potential initialization problem for dwarf mode if previous games have been played.
 
 
|  
 
|  
|-
 
| <div id="Req37">Req37</div>
 
| TRIGGER LINK INTERFACE
 
| (Future)
 
| It could be more clear about what you are linking to and what it will do.
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req38">Req38</div>
+
| Bloat37
| JOB INFORMATION RETENTION
+
| COSTUMES
 
| (Future)
 
| (Future)
| Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
 
 
|  
 
|  
|-
 
| <div id="Req39">Req39</div>
 
| AXES FOR WOODCUTTERS
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat38
 +
| MASKS
 +
| (Future)
 
|  
 
|  
|-
 
| <div id="Req40">Req40</div>
 
| IMPROVED OUTPOST LIAISON
 
| Completed
 
| Liaison should come earlier and be more useful.
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req41">Req41</div>
+
| Bloat39
| BUILDING CONSTRUCTION ITEM SELECTION
+
| CLOCKS
| Completed
+
| (Future)
| There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
 
 
|  
 
|  
|-
 
| <div id="Req42">Req42</div>
 
| STOP JOB RESUME WHEN UNDER ATTACK
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat40
 +
| BETTER BEDS
 +
| (Future)
 +
| Can extend the list of available materials, add blankets, pillows, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req43">Req43</div>
+
| Bloat41
| MOVIE MAKER INTERFACE
+
| MECHANICAL TOYS
 
| (Future)
 
| (Future)
| Put fast-forward back in, some other tweaks.
+
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req44">Req44</div>
+
| Bloat42
| JOB ASSIGN OPTIMIZATION
+
| AUTOMATONS
| Completed
+
| (Future)
 +
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat43
 +
| THINGS TO SMOKE
 +
| (Future)
 +
| Things to smoke, pipes, smoke circle events and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req45">Req45</div>
+
| Bloat44
| TARGET OPTIMIZATION
+
| RESCUE OPERATIONS
| Completed
+
| (Future)
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
+
| Rescuing kidnap victims using baron-level patrols or adventurers.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req46">Req46</div>
+
| Bloat45
| JOB AMOUNT ABUSE
+
| FLASKS
 
| (Future)
 
| (Future)
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
+
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req47">Req47</div>
+
| Bloat46
| GENERAL CHASMING OF ITEMS
+
| PROPER PREGNANCY
| Completed
+
| (Future)
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
+
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req48">Req48</div>
+
| Bloat47
| NO RECORD
+
| POND FISHING
 +
| (Future)
 +
| Cats should fish things out of your ponds.
 +
|
 +
|- valign="top"
 +
| Bloat48
 +
| PERSONALITIES
 
| Completed
 
| Completed
 +
| Dwarves should be further individualized with the potential to affect most aspects of the game.
 +
|
 +
|- valign="top"
 +
| Bloat49
 +
| ARTIFACT GROUPS
 +
| (Future)
 +
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat50
 +
| RESTRICT ANIMAL TRAINING
 +
| (Future)
 +
| Decrease the effective age range for training animals.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req49">Req49</div>
+
| Bloat51
| POUR BUCKETS INTO BARRELS
+
| FAMILY TREE INTERFACE
| Completed
+
| (Future)
 +
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat52
 +
| INTERFACE MOVEMENT
 +
| (Future)
 +
| More ways in the interface to get between different unit/building/item views.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req50">Req50</div>
+
| Bloat53
| ERRANT BLOOD PLACEMENT
+
| MANDATE TEXT
| Completed
+
| (Future)
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
+
| Add some flavor text to noble mandates, including punishment descriptions.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req51">Req51</div>
+
| Bloat54
| OVER-POWERED TANTRUMS
+
| BUILDING JOB PRIORITIES
 
| (Future)
 
| (Future)
| Damaging certain buildings is too easy.
+
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req52">Req52</div>
+
| Bloat55
| NO RECORD
+
| SULLIES
 
| Completed
 
| Completed
 +
| Blood contaminants on units and items from fights and walking through pools, etc.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat56
 +
| EXTEND FELL MOOD
 +
| (Future)
 +
| Extend fell mood to encompass other victims.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req53">Req53</div>
+
| Bloat57
| NO RECORD
+
| LAVA FURNACES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req54">Req54</div>
+
| Bloat58
| FOCUS 3D
+
| MORE LIVESTOCK
 +
| (Future)
 +
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
 +
|
 +
|- valign="top"
 +
| Bloat59
 +
| MORE HAULING
 
| (Future)
 
| (Future)
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
+
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
|-
 
| <div id="Req55">Req55</div>
 
| NO RECORD
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat60
 +
| KITCHEN STORAGE
 +
| (Future)
 +
| Allow kitchen to store some barrels, although not sure about this.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req56">Req56</div>
+
| Bloat61
| NO RECORD
+
| HIDDEN MACABRE FUN STUFF
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req57">Req57</div>
+
| Bloat62
| NO RECORD
+
| WORKSHOP GUILD ASSOCIATIONS
| Completed
+
| (Future)
 +
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat63
 +
| COAL BYPRODUCTS
 +
| (Future)
 +
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req58">Req58</div>
+
| Bloat64
| SOLDIERS ON TOP OF MILITARY SCREEN
+
| PROPER GEM ENVIRONMENTS
 
| Completed
 
| Completed
 +
| Link gem types with proper substrates as much as possible.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat65
 +
| ROCK APPEARANCE
 +
| Completed
 +
| Make sandstone look better, can extend rock types in general.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req59">Req59</div>
+
| Bloat66
| COLOR ON UNIT SCREEN
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req60">Req60</div>
+
| Bloat67
| BLOCK EXPLANATIONS
+
| PET AGE INTERFACE
| Completed
 
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 
|  
 
|-
 
| <div id="Req61">Req61</div>
 
| INVASION AFTER-EFFECTS
 
 
| (Future)
 
| (Future)
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
+
| Mention pet age in their names or have profiles for them.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req62">Req62</div>
+
| Bloat68
| SITE CLIFF DEFINITION
+
| SCARY EVIL ARMIES
| Completed
+
| (Future)
| There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
+
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req63">Req63</div>
+
| Bloat69
| SMALL PET ATTACHMENTS
+
| MORE END GAME
 
| (Future)
 
| (Future)
| People don't care when their smaller pets die.
+
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req64">Req64</div>
+
| Bloat70
| ACCESSIBILITY ISSUES
+
| ROOM ASSIGNMENT INTERFACE
 
| (Future)
 
| (Future)
| Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
+
| Ability to assign rooms from the unit screen.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req65">Req65</div>
+
| Bloat71
| CRASH BUG WITH BOWS
+
| MORE UNIT TYPES
 
| Completed
 
| Completed
 +
| Add some more distinctions to dwarf unit types.
 +
|
 +
|- valign="top"
 +
| Bloat72
 +
| ELVEN DIPLOMACY
 +
| (Future)
 +
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat73
 +
| MORE DIPLOMACY
 +
| (Future)
 +
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req66">Req66</div>
+
| Bloat74
| PROBLEM WITH POPULATION CREATION
+
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req67">Req67</div>
+
| Bloat75
| MONSTER BURIAL
+
| MINOR PUNISHMENT
| Completed
+
| (Future)
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
+
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req68">Req68</div>
+
| Bloat76
| HUNTING ARMOR
+
| MONSTER FIGHTING SKILLS
 
| (Future)
 
| (Future)
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
+
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req69">Req69</div>
+
| Bloat77
| IMPROPER BURIAL
+
| CLAY, MUD, ADOBE STUFF
| Completed
 
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 
|
 
|-
 
| <div id="Req70">Req70</div>
 
| BREAKUP ITEM STACKS
 
 
| (Future)
 
| (Future)
| Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
+
| Can use the kiln, have glazes, etc. Bricks.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req71">Req71</div>
+
| Bloat78
| ARMY PROFILES
+
| WAGE AND JOB MANDATES
 
| (Future)
 
| (Future)
| This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
+
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req72">Req72</div>
+
| Bloat79
| WILD BEASTS POPULATING SITES
+
| BONUSES FOR GOOD JOB
 +
| (Future)
 +
| Bonus on top of regular wages for doing a good job. This is partially implemented.
 +
|
 +
|- valign="top"
 +
| Bloat80
 +
| POND WATER USE
 
| Completed
 
| Completed
 +
| Drink out of ponds if no wells or rivers accessible.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat81
| <div id="Req73">Req73</div>
+
| VISIBLE SWIMMERS
| SOME CODE CLEANING
 
 
| Completed
 
| Completed
 +
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat82
 +
| EXTEND RANSACKING
 +
| (Future)
 +
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req74">Req74</div>
+
| Bloat83
| MINING DESIGNATIONS
+
| PORTERS
 
| (Future)
 
| (Future)
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
+
| Nobles can have other people store their possessions, possibly for a wage.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req75">Req75</div>
+
| Bloat84
| REWALL
+
| LEFT/RIGHT SPLIT
 
| Completed
 
| Completed
| Option to re-wall or fill in channels, using some stone.
+
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req76">Req76</div>
+
| Bloat85
| INTELLIGENT HUNTING
+
| MORE FOOD PREFS
 
| (Future)
 
| (Future)
| Crossbow hunters should be more intelligent about their ammo.
+
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
|
+
| Req129
|-
+
|- valign="top"
| <div id="Req77">Req77</div>
+
| Bloat86
| SOME NEW WILDERNESS CREATURE TYPES
+
| UNIT DISTINCTIONS
| Completed
 
|
 
|  
 
|-
 
| <div id="Req78">Req78</div>
 
| TWEAK FOR PILES
 
| Completed
 
|
 
|  
 
|-
 
| <div id="Req79">Req79</div>
 
| JOB CANCEL NOTICES
 
 
| (Future)
 
| (Future)
| Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
+
| Distinguish thieves a bit based on quality as they gain skill.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req80">Req80</div>
+
| Bloat87
| WILDERNESS INTERACTIONS
+
| PET ADMIRATION ISSUE
 
| (Future)
 
| (Future)
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
+
| Issue/optimization with being satisfied at seeing animals you like.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req81">Req81</div>
+
| Bloat88
| ARTISANS WEARING ARMOR
+
| MORE SLEEP DISTURBANCES
 
| (Future)
 
| (Future)
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
+
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req82">Req82</div>
+
| Bloat89
| NUMBERED JOB REPEAT
+
| EXTREME MOOD MODIFICATION
 
| (Future)
 
| (Future)
| Option to have numeric repeats for a job.
+
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req83">Req83</div>
+
| Bloat90
| INTELLIGENT JOB HANDLING
+
| MUTINY
 
| (Future)
 
| (Future)
| More job suspensions rather than complete cancellations.
+
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req84">Req84</div>
+
| Bloat91
| SKILL ROLL CONSISTENCY
+
| HOUSE OF ANIMALS
 
| (Future)
 
| (Future)
| Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
+
| Advocacy from the house of animals noble.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req85">Req85</div>
+
| Bloat92
| PAIN DEADENING AND SCARS
+
| BETTER PARTIES
 
| (Future)
 
| (Future)
| Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
+
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req86">Req86</div>
+
| Bloat93
| JOB PRIORITIZING
+
| AMOROUS RELATIONSHIPS
 
| (Future)
 
| (Future)
| Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
+
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req87">Req87</div>
+
| Bloat94
| IMPROVE DROWNING
+
| INSTRUMENT USE
 
| (Future)
 
| (Future)
| Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
+
| Instrument use at parties.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req88">Req88</div>
+
| Bloat95
| STOCKS AND CORPSES
+
| GRUDGES
| Completed
 
| Problem with corpses/body parts in the stockpile screen.
 
|
 
|-
 
| <div id="Req89">Req89</div>
 
| DIG INTERFACE PROBLEM
 
| Completed
 
|
 
|  
 
|-
 
| <div id="Req90">Req90</div>
 
| MULTIPLE AUTOMATED SHOP
 
 
| (Future)
 
| (Future)
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
+
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req91">Req91</div>
+
| Bloat96
| LEATHER COUNTING
+
| WAGE ADJUSTMENT
 
| (Future)
 
| (Future)
| Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
+
| Bonuses for dangerous taming jobs.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req92">Req92</div>
+
| Bloat97
| BETTER SHOOTING INTERFACE
+
| ETCHING
 
| (Future)
 
| (Future)
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
+
| Etching on items. Could lead to magical runes type stuff.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req93">Req93</div>
+
| Bloat98
| NO RECORD
+
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req94">Req94</div>
+
| Bloat99
| ABANDONMENT FIX
+
| SELF-SERVICE HEALTHCARE
 +
| (Future)
 +
| Take charge of your own health if nobody comes to help after a while.
 +
|
 +
|- valign="top"
 +
| Bloat100
 +
| TECHNICAL SITE EXTENSIONS
 
| Completed
 
| Completed
 +
| Some issues with extending dwarf mode to other sites.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat101
 +
| CAGE OPTIMIZATION
 +
| (Future)
 +
| Optimize the caging routines.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req95">Req95</div>
+
| Bloat102
| BETTER TRAP TEXT
+
| AMMO FETCHING
 
| (Future)
 
| (Future)
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
+
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req96">Req96</div>
+
| Bloat103
| LIGHTING
+
| THIEF AI
 
| (Future)
 
| (Future)
| Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
+
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req97">Req97</div>
+
| Bloat104
| VERMIN SWARMS IN ADVENTURE MODE
+
| CHITIN PROCESSING
| Completed
+
| (Future)
 +
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat105
 +
| OSTRACISM AND SOCIAL STIGMA
 +
| (Future)
 +
| Alienation of badly misbehaving dwarves.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req98">Req98</div>
+
| Bloat106
| ART IMAGES
+
| JUSTICE INTERFACE
| Completed
+
| (Future)
 +
| Give more information on the justice screen.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat107
| <div id="Req99">Req99</div>
+
| THIEF INFORMATION
| BURYING THINGS
 
 
| (Future)
 
| (Future)
| Allow items to be buried under the soil.
+
| Give more information about how much thieves have stolen.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req100">Req100</div>
+
| Bloat108
| COIN STORES
+
| IMPROVE HISTORY SCREEN
 
| (Future)
 
| (Future)
| Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
 
|
 
|-
 
| <div id="Req101">Req101</div>
 
| HAPPINESS UPON RELEASE FROM CONFINEMENT
 
| Completed
 
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req102">Req102</div>
+
| Bloat109
| SOME WAGE ADJUSTMENTS
+
| DRINK IMPROVEMENTS
 
| (Future)
 
| (Future)
| Jeweler and mechanic jobs should take a little longer but pay more.
+
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req103">Req103</div>
+
| Bloat110
| NO RECORD
+
| CAVE-IN INJURIES
| Completed
+
| (Future)
 +
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat111
 +
| KNOWLEDGE OF TREES
 +
| (Future)
 +
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req104">Req104</div>
+
| Bloat112
| SLAYER ANNOUNCEMENT
+
| IMPROVE CALENDAR
 
| (Future)
 
| (Future)
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
+
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req105">Req105</div>
+
| Bloat113
| SOME BUILDING INTERACTIONS
+
| THEFT IMPROVEMENTS
| Completed
 
|
 
|  
 
|-
 
| <div id="Req106">Req106</div>
 
| FINALIZING THE STATE OF ACTIVE FLOWS
 
 
| (Future)
 
| (Future)
| If flows are active when the player quits, their effects need to be handled.
+
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req107">Req107</div>
+
| Bloat114
| PRIMITIVE WEAPONS
+
| THEFT IMPROVEMENTS
 
| (Future)
 
| (Future)
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
+
| Make the highest power thieves more daring and interesting.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req108">Req108</div>
+
| Bloat115
| INTERFACE BINDINGS
+
| MISSING HIST FIGS
| Completed
 
|
 
|  
 
|-
 
| <div id="Req109">Req109</div>
 
| FINISH TRAP BAITING
 
 
| (Future)
 
| (Future)
| It's very sparse right now. Gems aren't actually used.
+
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req110">Req110</div>
+
| Bloat116
| NEMESIS TRADES
+
| ART IMAGERY
 
| (Future)
 
| (Future)
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
+
| More varied art imagery, such as buildings and siege engines.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req111">Req111</div>
+
| Bloat117
| FILE I/O CHECKING
+
| SIEGE ENGINES
 
| (Future)
 
| (Future)
| It could give more feedback about save/load errors.
+
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req112">Req112</div>
+
| Bloat118
| ITEM AGGREGATES
+
| INTERFACE MOVEMENT
 
| (Future)
 
| (Future)
| Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
+
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req113">Req113</div>
+
| Bloat119
| RACE SPECIFIC PROFESSION NAMES
+
| CONTAINER CONTENTS PAGING
 
| Completed
 
| Completed
 +
| Clean up scroll overflows on the item screen.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat120
 +
| JOB STATS OPTIMIZATION
 +
| (Future)
 +
| Technical tweak of job completion number storage.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req114">Req114</div>
+
| Bloat121
| DWARF LEVEL TWISTING ISSUES
+
| CHAR MAP CUSTOMIZATION
 
| Completed
 
| Completed
| Can see/shoot through dwarf twisted areas improperly sometimes.
+
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req115">Req115</div>
+
| Bloat122
| NO RECORD
+
| OWNABLE LIQUIDS
| Completed
+
| (Future)
 +
| Certain liquids should be ownable.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat123
 +
| SIBLING MIGRANT ISSUE
 +
| (Future)
 +
| Sibling migrants don't track relationships properly.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req116">Req116</div>
+
| Bloat124
| PROBLEM WITH LEAVES TEXT
+
| SMALL MIGRANTS
| Completed
+
| (Future)
 +
| Allow migrants to bring babies and the small pocket pets.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat125
| <div id="Req117">Req117</div>
+
| VERMIN OFFERING RESOLUTION
| PET CAGE ASSIGNMENT PROBLEM
 
 
| (Future)
 
| (Future)
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
+
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req118">Req118</div>
+
| Bloat126
| SOLDIER STATIONING LOAD PROBLEM
+
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
| Bug with soldier stationing after load.
 
 
|  
 
|  
|-
 
| <div id="Req119">Req119</div>
 
| LOSS OF THREAD PLANT RESOURCES
 
| Completed
 
| It still gives you one thread from pig tail(5).
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req120">Req120</div>
+
| Bloat127
| OFF DUTY SOLDIER STORES
+
| HEALING CODE TWEAK
 
| (Future)
 
| (Future)
| Off-duty soldiers don't store their belongings, but they should.
+
| There's a small issue with healing that might slow the mending of breaks slightly.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req121">Req121</div>
+
| Bloat128
| BACKPACK AND QUIVER USE
+
| DREAMS
| Completed
+
| (Future)
| Problem with quivers and backpacks conflicting in dwarf mode especially.
+
| Use the current dream code to make it track random dreams, could do premonitions with this.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req122">Req122</div>
+
| Bloat129
| RESPECT BELT SLOT
+
| INVENTORY SHUFFLING
| Completed
+
| (Future)
| The belt inventory slot is created by pants, but this is only partially respected.
+
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req123">Req123</div>
+
| Bloat130
| NO RECORD
+
| OPTIMIZATION FOR INVASIONS
| Completed
+
| (Future)
 +
| Speed optimization for invasion code.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat131
| <div id="Req124">Req124</div>
+
| INVASION HISTORIES
| CAVE-IN RAMIFICATIONS
 
 
| (Future)
 
| (Future)
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
+
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req125">Req125</div>
+
| Bloat132
| BUILDING DAMAGE AND INVADERS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
 
 
|  
 
|  
|-
 
| <div id="Req126">Req126</div>
 
| INVADERS AND WELLS
 
| Completed
 
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req127">Req127</div>
+
| Bloat133
| CLARIFY DOOR DESIGNATIONS
+
| PHILOSOPHER ADVOCACY
| Completed
+
| (Future)
| The door designations are very confusing right now.
+
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req128">Req128</div>
+
| Bloat134
| TRAFFIC JAMS
+
| WIZARD STUFF
| Completed
 
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
 
|  
 
|-
 
| <div id="Req129">Req129</div>
 
| IMPROVE COOKING
 
 
| (Future)
 
| (Future)
| More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
+
| This bloat was just to remind me about books and all kinds of magic stuff arc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req130">Req130</div>
+
| Bloat135
| SOME MORE END GAME STUFF
+
| WRESTLING
 
| (Future)
 
| (Future)
 +
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat136
| <div id="Req131">Req131</div>
+
| WRESTLING
| RECEIVING OFFERINGS
 
 
| (Future)
 
| (Future)
| When you get king, you should receive offerings.
+
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req132">Req132</div>
+
| Bloat137
| ELF CHECK DEFICIENCIES
+
| WRESTLING
 
| (Future)
 
| (Future)
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
+
| Technical issue with stuck-ins and freedom of movement.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req133">Req133</div>
+
| Bloat138
| ELVEN TRADE GOODS
+
| WRESTLING
 
| (Future)
 
| (Future)
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
+
| Handle grab-tear shaking and further poison injection.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req134">Req134</div>
+
| Bloat139
| FORTIFICATION OBJECT PROBLEMS
+
| WRESTLING
 
| (Future)
 
| (Future)
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
+
| Incidental item/item, item/bp tangle-ups.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req135">Req135</div>
+
| Bloat140
| HIDDEN REQUIRED FUN STUFF
+
| SPECIFIC WRESTLING INTERFACE
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req136">Req136</div>
+
| Bloat141
| ADVANCED STEALTH
+
| WRESTLING MOVES AND MORE INTERFACE
 
| (Future)
 
| (Future)
| Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
+
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req137">Req137</div>
+
| Bloat142
| ORPHANED BABIES
+
| AND MORE WRESTLING
 
| (Future)
 
| (Future)
| Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
+
| Reversing wrestling holds.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req138">Req138</div>
+
| Bloat143
| ALCHEMY AND HEALING
+
| PUNISHMENT
 
| (Future)
 
| (Future)
| Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
+
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req139">Req139</div>
+
| Bloat144
| POSSIBLE KO BUG
+
| DISEASE AND INFECTION
| Completed
+
| (Future)
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
+
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req140">Req140</div>
+
| Bloat145
| BETTER JOB CANCELLATION
+
| RUST
 
| (Future)
 
| (Future)
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
+
| Rust and verdigris and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req141">Req141</div>
+
| Bloat146
| HANDLE DISCONNECTED COMPONENTS
+
| HUMAN TOWN MODE
| Completed
+
| (Future)
| Sometimes needs to deal with disconnected caves on loss.
+
| Control human town. See future dev.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req142">Req142</div>
+
| Bloat147
| WEIGHT/INJURY INTERFACE
+
| WIZARD MODE
 
| (Future)
 
| (Future)
| It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
+
| Control wizard from tower, etc. See future dev.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req143">Req143</div>
+
| Bloat148
| ADVENTURE WEAR ISSUES
+
| EARLY GAME
 
| (Future)
 
| (Future)
| The wearing things in adventure mode should take time and be interruptable.
+
| Start games in Age of Myth. See future dev.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req144">Req144</div>
+
| Bloat149
| NAME ENTRY
+
| LATE GAME
| Completed
+
| (Future)
| Ability to enter name manually, at least your first name (which is never translated).
+
| Run games passed the Golden Age into more mundane times. See future dev.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req145">Req145</div>
+
| Bloat150
| CHANNEL INTERFACE PROBLEMS
+
| WORLD CUSTOMIZATION
| Completed
+
| (Future)
| Sometimes channels can display several times because of the way it links them. This can be changed.
+
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req146">Req146</div>
+
| Bloat151
| PILE ISSUES
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
 
 
|  
 
|  
|-
 
| <div id="Req147">Req147</div>
 
| BUILD PATH VIOLATION
 
| Completed
 
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat152
| <div id="Req148">Req148</div>
+
| FIGURINE SHAPES
| EXPANDED DUNGEON AI
 
 
| (Future)
 
| (Future)
| Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
+
| Shapes for figurines.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req149">Req149</div>
+
| Bloat153
| FINISH ITEM DAMAGE
+
| MORE UNIT SCREENS
 
| (Future)
 
| (Future)
| Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
+
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req150">Req150</div>
+
| Bloat154
| SAFE-CAGING ISSUES
+
| ACTIVATE SOLDIERS FROM MAIN SCREEN
| Completed
 
| Possible problem with caging dangerous animals.
 
|  
 
|-
 
| <div id="Req151">Req151</div>
 
| LEGENDS SCREEN
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req152">Req152</div>
+
| Bloat155
| GRAMMAR PROBLEMS
+
| MERCHANT FOOD PRICES
 
| (Future)
 
| (Future)
| There are various grammar problems.
+
| Expand merchant price tweaks to cover foods.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req153">Req153</div>
+
| Bloat156
| LINE DRAWING
+
| SIEGE ENGINE IMPROVEMENT
 
| Completed
 
| Completed
| Basic problem with how line code treats adjacent squares.
 
 
|  
 
|  
|-
+
|  
| <div id="Req154">Req154</div>
+
|- valign="top"
| PROBLEM WITH SECONDARY SCROLLING
+
| Bloat157
 +
| EXCISE SOME OLD PLOT STUFF
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req155">Req155</div>
+
| Bloat158
| NO RECORD
+
| COIN IMAGES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req156">Req156</div>
+
| Bloat159
| PROJECTILE UNIT KILL CAUSES
+
| CHANGE SNEAK SKILL
 
| (Future)
 
| (Future)
| Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
+
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req157">Req157</div>
+
| Bloat160
| PROBLEM WITH DISTANCE CALCULATION
+
| KILL VERMIN
| Completed
+
| (Future)
 +
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat161
 +
| MORE PLAYER ABUSE
 +
| (Future)
 +
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req158">Req158</div>
+
| Bloat162
| THEFT WEIGHT LIMITS
+
| POWDER THROWS
 
| (Future)
 
| (Future)
| Fix up theft weight limits. They are currently arbitrary.
+
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req159">Req159</div>
+
| Bloat163
| ANIMAL MISCHIEF BROKEN
+
| COLLECTOR QUESTS
| Completed
+
| (Future)
 +
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat164
 +
| ITEM PLACEMENT
 +
| (Future)
 +
| Items should be placed in dwarf mode ponds sometimes after game.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req160">Req160</div>
+
| Bloat165
| INVENTORY PROBLEMS
+
| WALL HANGINGS AND RUGS
| Completed
+
| (Future)
 +
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.
 +
| Core43
 +
|- valign="top"
 +
| Bloat166
 +
| BATHS
 +
| (Future)
 +
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat167
 +
| ANIMAL PREFS AND DEATH
 +
| (Future)
 +
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req161">Req161</div>
+
| Bloat168
| LEADER TITLES
+
| PET EATERS
 
| (Future)
 
| (Future)
| Civilization leaders need proper titles.
+
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req162">Req162</div>
+
| Bloat169
| ENTITY RECIPES
+
| INSIDE WILDLIFE
| (Future)
 
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
 
| [[#Req129|Req129]]
 
|-
 
| <div id="Req163">Req163</div>
 
| NEMESIS SAVE BUG
 
 
| Completed
 
| Completed
 +
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat170
| <div id="Req164">Req164</div>
+
| ROOM CLEANING
| ITEM DAMAGE ISSUES
 
 
| (Future)
 
| (Future)
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
+
| Cleaning rooms more responsibly, perhaps before sleeping.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req165">Req165</div>
+
| Bloat171
| REFINE POISONING
+
| ADVENTURER AND TOYS
 
| (Future)
 
| (Future)
| Refine unit contamination amounts and levels.
+
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req166">Req166</div>
+
| Bloat172
| REFINE WAGON AI
+
| DEEP SITES
| Completed
+
| (Future)
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
+
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
 +
|
 +
|- valign="top"
 +
| Bloat173
 +
| FINDING BUYERS
 +
| (Future)
 +
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req167">Req167</div>
+
| Bloat174
| NO RECORD
+
| NOBLE RANK SYSTEM
 
| Completed
 
| Completed
 +
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat175
 +
| CARE PACKAGES
 +
| (Future)
 +
| Being able to send comforting trinkets and provisions to your armies.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req168">Req168</div>
+
| Bloat176
| ADVENTURER RIDERS
+
| PHYSICAL FEATURES
 
| (Future)
 
| (Future)
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
+
| Various superfluous physical features for dwarves and others.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req169">Req169</div>
+
| Bloat177
| RAMP USAGE
+
| PRISON REFORM
| Completed
+
| (Future)
 +
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat178
| <div id="Req170">Req170</div>
+
| MINING TWEAK
| PROBLEM WITH ANIMAL TRAINING AND 3D
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req171">Req171</div>
+
| Bloat179
| TARGETING AND MOVEMENT ISSUES
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Some adventure mode melee targeting and movement code issues.
 
 
|  
 
|  
|-
 
| <div id="Req172">Req172</div>
 
| PROBLEM WITH MULTIPLE HUMAN CIVS
 
| (Future)
 
| It only checks one human civ per season, so some of the update code can work too slowly.
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req173">Req173</div>
+
| Bloat180
| CULLING
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
 
 
|  
 
|  
|-
 
| <div id="Req174">Req174</div>
 
| REASON FOR OFFERING
 
| (Future)
 
| There's no point of offering goods to your own king right now.
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req175">Req175</div>
+
| Bloat181
| TRADE OPTIMIZATION
+
| ABANDONMENT ISSUE
 
| (Future)
 
| (Future)
| Improve trading code.
 
 
|  
 
|  
|-
 
| <div id="Req176">Req176</div>
 
| PET TRADE PROBLEM
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat182
 +
| CAVE CLAIMING
 +
| (Future)
 +
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req177">Req177</div>
+
| Bloat183
| KING ENTOURAGE
+
| CHILD NAMING
 
| (Future)
 
| (Future)
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
+
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req178">Req178</div>
+
| Bloat184
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req179">Req179</div>
+
| Bloat185
| SMALL PET INVENTORY DESCRIPTIONS
+
| LIBRARIES
 
| (Future)
 
| (Future)
| Pet-in-inventory descriptions need to respect the body of the holder.
+
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req180">Req180</div>
+
| Bloat186
| ENGRAVING LOOK PROBLEMS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| You can see engraving descriptions even if you are off of the facing level.
 
 
|  
 
|  
|-
+
|  
| <div id="Req181">Req181</div>
+
|- valign="top"
| MOUNT PROJECTILE ISSUES
+
| Bloat187
 +
| WRITING AND GRAPHICS
 
| (Future)
 
| (Future)
| There are potential problems with riders when mount becomes projectile.
+
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req182">Req182</div>
+
| Bloat188
| BUILDING PLACEMENT INTERFACE
+
| KEYS
| Completed
+
| (Future)
| Need to explain why red X appears.
+
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
|  
+
| Core42
|-
+
|- valign="top"
| <div id="Req183">Req183</div>
+
| Bloat189
| LOOK/SHOOT INTERFACE
+
| INTERNAL AREAS
 
| (Future)
 
| (Future)
| Improve look interface code a bit. Let you choose targets in shoot/throw.
+
| Internal mushroom jungles and lost whatevers and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req184">Req184</div>
+
| Bloat190
| FLOORS IN LOOK SENTENCES
+
| UNDERGROUND LAKES
 
| Completed
 
| Completed
| In the look sentence in adventure mode, it could include information about the floor type.
+
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req185">Req185</div>
+
| Bloat191
| NO RECORD
+
| SNAKES AND WORMS
| Completed
+
| (Future)
 +
| There are some complications from these creatures since they should always be on the ground and need to start that way.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat192
 +
| LYING AND BEING PUNISHED
 +
| (Future)
 +
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req186">Req186</div>
+
| Bloat193
| PROPER CIV NEIGHBORS
+
| DEMOGRAPHICS ISSUES 1
 
| (Future)
 
| (Future)
| Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
+
| If a town runs out of women, they could seek more.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req187">Req187</div>
+
| Bloat194
| SEVER EFFECTS
+
| DEMOGRAPHICS ISSUES 2
| Completed
+
| (Future)
| Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
+
| If there are too many men in town, they could start more wars.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req188">Req188</div>
+
| Bloat195
| SPEED REFINEMENT
+
| ADVENTURER MOUNTS
 
| (Future)
 
| (Future)
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
+
| Should be able to acquire mounts and beasts of burden.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req189">Req189</div>
+
| Bloat196
| ARCHER ARMOR START SKILLS
+
| VILLAGE STORIES
 
| (Future)
 
| (Future)
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
+
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req190">Req190</div>
+
| Bloat197
| CREATURE KNOWLEDGE
+
| MINIMAP ISSUES
 
| (Future)
 
| (Future)
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
+
| Center X on minimap and make sure it flickers properly.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req191">Req191</div>
+
| Bloat198
| TREE PREFERENCES
+
| SITE SPRAWL
 
| (Future)
 
| (Future)
| Tree preferences are fairly arbitrary right now.
+
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req192">Req192</div>
+
| Bloat199
| TRANCE BONUSES
+
| MINING/CUTTING ANNOUNCEMENTS
 
| (Future)
 
| (Future)
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
+
| It could announce when current reachable wood-cutting and mining jobs are done.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req193">Req193</div>
+
| Bloat200
| CHANGE ITEM ACQUISITION
+
| PERSISTENT CONVERSATIONS
 
| (Future)
 
| (Future)
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
+
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req194">Req194</div>
+
| Bloat201
| STARTING BELT OBJECTS
+
| CONVERSATION UTTERANCE BUILDERS
 
| (Future)
 
| (Future)
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
+
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req195">Req195</div>
+
| Bloat202
| ITEM MATERIAL PROBLEM
+
| CONVERSATION PLEASANTRIES
| Completed
 
|
 
|  
 
|-
 
| <div id="Req196">Req196</div>
 
| DRINK APPRECIATION PROBLEM
 
 
| (Future)
 
| (Future)
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
+
| Have random pleasantries with random responses.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req197">Req197</div>
+
| Bloat203
| BUTCHERY OPTIMIZATION
+
| SPECIFIC QUERIES
 
| (Future)
 
| (Future)
| The butchery code can be consolidated with some other sections of the program.
+
| Can ask about any entity, site, creature etc that is known to you.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req198">Req198</div>
+
| Bloat204
| KO VOMIT CHOKE
+
| STORE QUERIES
 
| (Future)
 
| (Future)
| If you are knocked out, you should choke if you vomit sometimes.
+
| Can ask about stores, people can direct you, even to another town.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req199">Req199</div>
+
| Bloat205
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
+
| UNIT KNOWLEDGE
 
| (Future)
 
| (Future)
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
+
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req200">Req200</div>
+
| Bloat206
| ARCHER ISSUES
+
| DWARF/ELF COMMUNITIES
 
| (Future)
 
| (Future)
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
+
| Add meaningful things to the dwarf/elf communities.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req201">Req201</div>
+
| Bloat207
| POTENTIAL PROJECTILE PROBLEM
+
| SLOW ESCALATION TO VIOLENCE
 
| (Future)
 
| (Future)
| No symptoms, just a code-check.
+
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req202">Req202</div>
+
| Bloat208
| DRESS/ROBE PROBLEM
+
| VEGETATION ISSUES
| Completed
+
| (Future)
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
+
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req203">Req203</div>
+
| Bloat209
| PROPER HEALING
+
| REGION FACTS
 
| (Future)
 
| (Future)
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
+
| Regions can have legend facts, like what dwells there. Only show discovered populations.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req204">Req204</div>
+
| Bloat210
| MID-TRADE GAME ENDINGS
+
| STORE NAMES
 
| (Future)
 
| (Future)
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
+
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req205">Req205</div>
+
| Bloat211
| NO RECORD
+
| RELATIONSHIP OPTIMIZATION
 
| Completed
 
| Completed
 +
| There's a technical optimization tagged in the code for how they store relationships.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat212
 +
| BOTTLING
 +
| (Future)
 +
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req206">Req206</div>
+
| Bloat213
| ITEM WRESTLING
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
 
 
|  
 
|  
|-
+
|  
| <div id="Req207">Req207</div>
+
|- valign="top"
| CONSOLIDATE MISS ANNOUNCEMENTS
+
| Bloat214
 +
| SPRINTING
 
| (Future)
 
| (Future)
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
+
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req208">Req208</div>
+
| Bloat215
| DEAL WITH POTASH VS ASH
+
| COIN ISSUE
 
| Completed
 
| Completed
 +
| Technical issue with coin batches.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat216
 +
| FINALIZE ART IMAGES
 +
| Completed
 +
| Art images should describe historical events, etc., rather than just being an image.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req209">Req209</div>
+
| Bloat217
| ENTITY DEF ITEM TYPES
+
| SAVING MAP SEEDS
 
| Completed
 
| Completed
 +
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat218
 +
| VEIN MINING OPTION
 +
| (Future)
 +
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req210">Req210</div>
+
| Bloat219
| GROUP SKILLS IN STARTUP
+
| HISTORY GROUPING
| Completed
+
| (Future)
 +
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat220
| <div id="Req211">Req211</div>
+
| AGING ITEMS
| TOMB STORAGE AND ACCESSIBILITY
 
 
| (Future)
 
| (Future)
| Problem storing inaccessible body in tomb. The job was repeatedly created.
+
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req212">Req212</div>
+
| Bloat221
| RE-EVALUATE HAUL LOCATIONS
+
| ART IMAGE COMPLEXITY AND IMPROVEMENT
| Completed
 
| A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
 
|
 
|-
 
| <div id="Req213">Req213</div>
 
| BABY SEARCHER PROBLEM
 
| Completed
 
| Thirsty mothers cannot seek lost babies effectively.
 
|  
 
|-
 
| <div id="Req214">Req214</div>
 
| START SCENARIOS
 
 
| (Future)
 
| (Future)
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
+
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req215">Req215</div>
+
| Bloat222
| NEMESIS SAVE BUG
+
| FRIENDLY FIRE
| Completed
 
|
 
|
 
|-
 
| <div id="Req216">Req216</div>
 
| SOME DISPLAY RATE ISSUES
 
| Completed
 
|
 
|  
 
|-
 
| <div id="Req217">Req217</div>
 
| BUILDING CONSTRUCTION PROBLEM
 
 
| (Future)
 
| (Future)
| Suspend building constructions if item blocking the build site are unreachable.
+
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req218">Req218</div>
+
| Bloat223
| MERCHANT ANNOUNCEMENTS
+
| WILDERNESS CAUTION
 
| (Future)
 
| (Future)
| Notification when merchants are done unloading.
+
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req219">Req219</div>
+
| Bloat224
| VERMIN PROBLEM
+
| STATUE IMPROVEMENTS
 
| (Future)
 
| (Future)
| Possibly issue when cleaning vermin references.
+
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req220">Req220</div>
+
| Bloat225
| MULTIPLE DEPOTS
+
| UNPREPARED FISH ROTTING
 
| (Future)
 
| (Future)
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
+
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
 +
|
 +
|- valign="top"
 +
| Bloat226
 +
| WEB CHECK
 +
| (Future)
 +
| Technical issue with webs.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req221">Req221</div>
+
| Bloat227
| HISTORY GENERATION
+
| LEAPING AND PITS
| Completed
+
| (Future)
| Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
+
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req222">Req222</div>
+
| Bloat228
| SAVE COIN BATCHES GLOBALLY
+
| ADVENTURE MODE DREAMS WHILE SLEEPING
| Completed
+
| (Future)
 +
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat229
 +
| QUICKLIME
 +
| (Future)
 +
| Bake limestone in a kiln for it, and implement some uses
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req223">Req223</div>
+
| Bloat230
| SET RACE MAKER PROPERLY ON ITEMS
+
| DWARVEN HUNGER
 
| Completed
 
| Completed
 +
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat231
| <div id="Req224">Req224</div>
+
| HIDDEN FUN STUFF
| PARRYING AND ITEMS
 
 
| (Future)
 
| (Future)
| Refine parrying chances, based on item type.
 
 
|  
 
|  
|-
 
| <div id="Req225">Req225</div>
 
| BUILD PATH VIOLATION
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat232
 +
| SWEAT
 +
| (Future)
 +
| Linked to exertion, can have a number of effects.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req226">Req226</div>
+
| Bloat233
| BUILDING ADMIRATION BUG
+
| ARENAS
 
| (Future)
 
| (Future)
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
+
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req227">Req227</div>
+
| Bloat234
| PEAKS AND VOLCANOS
+
| APPROPRIATE ANIMALS FOR CIVS
| Completed
+
| (Future)
| Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
+
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req228">Req228</div>
+
| Bloat235
| ALLOW MULTIPLE SITES IN A SQUARE
+
| HALF-BLOCKED SKY
| Completed
+
| (Future)
 +
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat236
 +
| MARTIAL LAW
 +
| (Future)
 +
| Nobles could declare martial law if things get out of hand, which could have various effects.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req229">Req229</div>
+
| Bloat237
| PROBLEM WITH SUBREGION TYPING
+
| EVIL ALCHEMY
| Completed
+
| (Future)
 +
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat238
 +
| REGIONAL EVIL EXPLANATIONS
 +
| (Future)
 +
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req230">Req230</div>
+
| Bloat239
| AIMED SHOTS AND BODYPART SIZES
+
| REGION HISTORIES
 
| (Future)
 
| (Future)
| Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
+
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req231">Req231</div>
+
| Bloat240
| NO RECORD
+
| Z VEINS
 
| Completed
 
| Completed
 +
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat241
 +
| CREATURE ANTICS
 +
| (Future)
 +
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req232">Req232</div>
+
| Bloat242
| CAVE RIVER ENTITIES
+
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
 
| (Future)
 
| (Future)
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
+
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req233">Req233</div>
+
| Bloat243
| ISSUES WITH ITEM SHARING
+
| CLOTHING VARIATIONS
| Completed
+
| (Future)
| There are some potential problems with shared items that need to be addressed.
+
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req234">Req234</div>
+
| Bloat244
| MULTIGRASP WEAPON PROBLEM
+
| VOCALIZATIONS
 
| (Future)
 
| (Future)
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
+
| Battle yells, random grunts, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req235">Req235</div>
+
| Bloat245
| ENTITY ARMOR ISSUES
+
| IMPROVEMENT OF ENGRAVINGS
| Completed
 
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
 
|  
 
|-
 
| <div id="Req236">Req236</div>
 
| ADVENTURE MODE BUILDING INTERACTIONS
 
 
| (Future)
 
| (Future)
| Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
+
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req237">Req237</div>
+
| Bloat246
| ASKING ABOUT SURROUNDINGS
+
| ORGAN RETENTION
| Completed
+
| (Future)
 +
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat247
 +
| HERBIVORES AND LIVESTOCK AND SO ON
 +
| (Future)
 +
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req238">Req238</div>
+
| Bloat248
| IMPROVE SMELTING
+
| TRANSLATION CLEARANCE
 
| Completed
 
| Completed
 +
| Go through and check languages for tone.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat249
 +
| PROPER BLOOD SUCKING
 +
| (Future)
 +
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req239">Req239</div>
+
| Bloat250
| REMOVE STRANGE NOBLE REQUESTS
+
| AUTOMATIC MANDATE HANDLING
| Completed
+
| (Future)
 +
| Could add an option to make noble mandates go directly into the work order queue.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat251
 +
| USEFUL TREASURER
 +
| (Future)
 +
| The treasurer could walk around and combine coin stacks.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req240">Req240</div>
+
| Bloat252
| HAVE CONTENTS CHECKED FOR BAD TRADES
+
| ENVIRONMENTAL LEARNING
| Completed
+
| (Future)
 +
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat253
 +
| ADVANCED WORK ORDERS
 +
| (Future)
 +
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req241">Req241</div>
+
| Bloat254
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
+
| GRAB-TEARS II
| Completed
+
| (Future)
 +
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat255
 +
| INCIDENTAL HANGINGS
 +
| (Future)
 +
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req242">Req242</div>
+
| Bloat256
| HIDE TRAPS FROM ADVENTURER
+
| VEGETATION MELTING/BOILING
| Completed
+
| (Future)
 +
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat257
 +
| TANNING
 +
| (Future)
 +
| Tanning should probably be made more interesting.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req243">Req243</div>
+
| Bloat258
| PROBLEM WITH GRAB-TEARS
+
| WATERPROOFING
| Completed
+
| (Future)
 +
| Waterproofing of leather might become an issue
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat259
 +
| TAWING
 +
| (Future)
 +
| An interesting alternative to tanning.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req244">Req244</div>
+
| Bloat260
| PLACE CREATURES IN LARGE COMPONENTS
+
| CUSTOM ENGRAVINGS
| Completed
+
| (Future)
 +
| People have expressed an interest in engraving custom text and symbols.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat261
 +
| LEGEND ERASURE
 +
| (Future)
 +
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req245">Req245</div>
+
| Bloat262
| PROBLEM WITH FULLSCREEN FONTS
+
| MORE THOUGHT INFORMATION
| Completed
+
| (Future)
 +
| Certain thoughts need to store additional information.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat263
 +
| MASTERPIECE TRADE
 +
| (Future)
 +
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req246">Req246</div>
+
| Bloat264
| FINISH USING ENTITY ITEMS
+
| DYES AND MORDANTS
| Completed
+
| (Future)
 +
| There are all sorts of things that can be done with dyes and mordants.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat265
 +
| WOODEN FURNITURE DISASSEMBLY
 +
| (Future)
 +
| Ability to take apart wooden furniture.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req247">Req247</div>
+
| Bloat266
| IMPROVE END GAME
+
| TALKING ABOUT THE WEATHER
| Completed
+
| (Future)
 +
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat267
 +
| EXTENDED BARTERING
 +
| (Future)
 +
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req248">Req248</div>
+
| Bloat268
| IMPROVED CAVE POPULATIONS
+
| SCREENSHOTS
| Completed
+
| (Future)
 +
| Ability to have the game output a screenshot easily.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat269
 +
| ALCHEMY
 +
| (Future)
 +
| Various uses and reactions of chemicals, acids etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req249">Req249</div>
+
| Bloat270
| ADVENTURE STORE RESTOCKING
+
| COMBAT LOGS AND EVENTS
 
| (Future)
 
| (Future)
| Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features.
+
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
| [[#Core3|Core3]]
 
|-
 
| <div id="Req250">Req250</div>
 
| DEAL WITH HIRING RETIREES
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat271
 +
| DRAGGING PEOPLE AROUND
 +
| (Future)
 +
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req251">Req251</div>
+
| Bloat272
| PATH BLOCK MESSAGES
+
| WATER POISONING
| Completed
+
| (Future)
| On a hunt job, path block message was issued repeatedly.
+
| Malicious creatures might attempt to poison or otherwise taint your water supply.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req252">Req252</div>
+
| Bloat273
| USE BARRACKS BEDS
+
| ONE-STEP OPTIONS
 
| (Future)
 
| (Future)
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
+
| Ability to set the amount of time advanced by the one-step key.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req253">Req253</div>
+
| Bloat274
| JUSTICE MANDATE NUMBERS
+
| CUSTOM COLORS
 
| (Future)
 
| (Future)
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
+
| Customizable unit and custom profession colors.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req254">Req254</div>
+
| Bloat275
| ASSIGN WEAPON PREFS FROM MIL SCREEN
+
| REVENGE AND INJURIES
| Completed
+
| (Future)
 +
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat276
 +
| HIDDEN FUN STUFF
 +
| (Future)
 
|  
 
|  
|-
 
| <div id="Req255">Req255</div>
 
| IMPROVE SQUAD SELECTION
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat277
 +
| SOUND EVENTS
 +
| (Future)
 +
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req256">Req256</div>
+
| Bloat278
| BUTCHERY ISSUES
+
| TRAPS THAT PROPEL THINGS
 
| (Future)
 
| (Future)
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
+
| Weapon traps cannot propel units, but giant hammer traps should propel units.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req257">Req257</div>
+
| Bloat279
| TYPES OF EATERS
+
| IMPROVED LEVERS
 
| (Future)
 
| (Future)
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
+
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req258">Req258</div>
+
| Bloat280
| STRANGE MOOD HELP
+
| ONE-WAY/SECRET DOORS
 
| (Future)
 
| (Future)
| Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
+
| These would be nice but raise path-finding optimization issues.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req259">Req259</div>
+
| Bloat281
| PROBLEM WITH SLAYER NAMES
+
| IMPROVE ANIMAL MANAGEMENT
| Completed
 
|
 
|  
 
|-
 
| <div id="Req260">Req260</div>
 
| DEGREES OF BARTERING
 
 
| (Future)
 
| (Future)
| Merchants need to tell you the extent to which your offer failed.
+
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req261">Req261</div>
+
| Bloat282
| BARTER CONTAINER PROBLEMS
+
| MORE MINERAL PROPERTIES
 
| (Future)
 
| (Future)
| In adventure mode, container contents mess up bartering in a number of ways.
+
| The various minerals should have additional properties. These might influence dig speed and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req262">Req262</div>
+
| Bloat283
| PROBLEMS WITH WATER
+
| DEBUG OPTIONS
| Completed
 
| Water currently rots and should be value zero.
 
|  
 
|-
 
| <div id="Req263">Req263</div>
 
| INAPPROPRIATE CONTAINERS
 
 
| (Future)
 
| (Future)
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
+
| Various ways to fiddle with internal settings.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req264">Req264</div>
+
| Bloat284
| STOP SPEAKING TO UNINTELLIGENT CREATURES
+
| RIVER ROCKS
| Completed
 
|
 
|  
 
|-
 
| <div id="Req265">Req265</div>
 
| RETIREMENT ISSUES
 
 
| (Future)
 
| (Future)
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
+
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req266">Req266</div>
+
| Bloat285
| SITE LOOTING
+
| CREATURE RANGES
 
| (Future)
 
| (Future)
| Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
+
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req267">Req267</div>
+
| Bloat286
| PERSISTENCE OF CORPSE ASSOCIATIONS
+
| RAIN POOLING
| Completed
+
| (Future)
 +
| Rain should have a chance to collect in certain areas.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat287
 +
| THIN ICE
 +
| (Future)
 +
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req268">Req268</div>
+
| Bloat288
| ADVENTURE MODE TWEAK
+
| DUST STORMS
| Completed
+
| (Future)
 +
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
 
|  
 
|  
|
+
|- valign="top"
|-
+
| Bloat289
| <div id="Req269">Req269</div>
+
| HUMANS USE HORSES
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
 
 
| Completed
 
| Completed
 +
| Humans should ride horses into battle if they are available.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat290
 +
| LAKE/SWAMP IMPROVEMENTS I
 +
| (Future)
 +
| Water lilies rooted to the soil below, duckweed floating in the water
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req270">Req270</div>
+
| Bloat291
| AUTOSAVE
+
| LAKE/SWAMP IMPROVEMENTS II
| Completed
+
| (Future)
| We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
+
| Mosquitoes and leeches.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req271">Req271</div>
+
| Bloat292
| SAND ISSUES
+
| DEEP AND PERSISTENT SNOW
| Completed
+
| (Future)
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
+
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req272">Req272</div>
+
| Bloat293
| CLARIFY COIN QUOTAS
+
| LOCAL ROADS
| Completed
+
| (Future)
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
+
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req273">Req273</div>
+
| Bloat294
| STATE OF EMERGENCY
+
| CLEANING ADJACENT INACCESSIBLE SQUARES
 
| (Future)
 
| (Future)
| Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
+
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req274">Req274</div>
+
| Bloat295
| ABORTING WORLD GENERATION
+
| WEAPON TRAP EFFECTS
| Completed
+
| (Future)
| Ability to leave history generation in the middle.
+
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req275">Req275</div>
+
| Bloat296
| KIDNAPPING ISSUES
+
| FINGERLESS GLOVES
| Completed
+
| (Future)
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
+
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req276">Req276</div>
+
| Bloat297
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
+
| CONTINUOUS ITEM AMOUNTS
| Completed
+
| (Future)
 +
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat298
 +
| IMPERFECT CONSTRUCTIONS
 +
| (Future)
 +
| You should be able to intentionally build submasterpiece buildings and items.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req277">Req277</div>
+
| Bloat299
| STRANDED NEMESES
+
| FLATWORLD
 
| (Future)
 
| (Future)
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
+
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req278">Req278</div>
+
| Bloat300
| COIN STACKS
+
| ARCHERY TRAINING MATERIALS
| Completed
+
| (Future)
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
+
| Standing orders for archery training regarding which material to use.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req279">Req279</div>
+
| Bloat301
| MERCHANT COUNTER-OFFERS
+
| BUILDING SQUARE BLOCKAGES
| Completed
+
| (Future)
| Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
+
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req280">Req280</div>
+
| Bloat302
| STAIRWAY BLOCKAGE INFORMATION
+
| CREATURE ART ELEMENTS
| Completed
+
| (Future)
| Needs to tell you why stairways are blocked when you fail to move.
+
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req281">Req281</div>
+
| Bloat303
| RESPECT NEMESIS INVENTORIES
+
| NOISE POLLUTION INDICATOR
| Completed
+
| (Future)
 +
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat304
 +
| UNDERGROUND TREE CAPS
 +
| (Future)
 +
| Evaluate elf tree caps with respect to underground tree farms.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req282">Req282</div>
+
| Bloat305
| ERRONEOUS COMBAT MESSAGES
+
| GUILDS
| Completed
+
| (Future)
 +
| Bring guild back more robustly as local and civ-wide organizations.
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat306
 +
| HIDDEN FUN STUFF
 +
| (Future)
 
|  
 
|  
|-
 
| <div id="Req283">Req283</div>
 
| CHANGED SOME END GAME PARAMETERS
 
| Completed
 
 
|  
 
|  
 +
|- valign="top"
 +
| Bloat307
 +
| DESCRIPTIVE INFO
 +
| (Future)
 +
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req284">Req284</div>
+
| Bloat308
| CONTAINER PLACEMENT
+
| QUALITY/DAMAGE CUSTOM STOCKPILES
 
| (Future)
 
| (Future)
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
+
| Allow stockpiles to specify quality/damage state.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req285">Req285</div>
+
| Bloat309
| OLD BLOODY WALLS
+
| SENSIBLE MIGRANT PROVISIONS
 
| (Future)
 
| (Future)
| Need to handle bloody river walls in dwarf mode.
+
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req286">Req286</div>
+
| Bloat310
| HUNTER SLEEP PREFS
+
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
 
| (Future)
 
| (Future)
| Make hunters sleep on the ground only while hunting.
+
| Some buildings require rock blocks where metal ones would do.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req287">Req287</div>
+
| Bloat311
| SPECIFIC MATERIAL USE
+
| UNIT INVENTORY DISPLAY
 
| (Future)
 
| (Future)
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
+
| Ability to see inventory somewhere on the unit profile screen.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req288">Req288</div>
+
| Bloat312
| FLOODGATE PLACEMENT ISSUES
+
| MIGRANT CONTROL
 
| (Future)
 
| (Future)
| It's very common for people to get blocked off by floodgates while placing them.
+
| Ability to refuse migrant groups with repercussions.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req289">Req289</div>
+
| Bloat313
| MORE CLEANING
+
| STOCKPILE CONSOLIDATION
 
| (Future)
 
| (Future)
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
+
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req290">Req290</div>
+
| Bloat314
| WIELD ISSUES
+
| DESIGNATION SIZE INFO
 
| (Future)
 
| (Future)
| It can be confused about which object is wielded, and there are some issues about the primary hand.
+
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req291">Req291</div>
+
| Bloat315
| NOBLE DEATH
+
| DESIGNATION SHAPES
 
| (Future)
 
| (Future)
| Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
+
| Option to designate with circles and custom templates.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req292">Req292</div>
+
| Bloat316
| NO RECORD
+
| PIPE SECTIONS
| Completed
 
|
 
|
 
|-
 
| <div id="Req293">Req293</div>
 
| STORAGE OPTIMIZATION
 
| Completed
 
| The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
 
|
 
|-
 
| <div id="Req294">Req294</div>
 
| NO SILK ROPE SKILLS
 
| Completed
 
| Does clothesmaking skill go up when silk ropes are made?
 
|
 
|-
 
| <div id="Req295">Req295</div>
 
| DROWNING ISSUES
 
| Completed
 
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
 
|
 
|-
 
| <div id="Req296">Req296</div>
 
| INDOOR PLANT DEATH
 
| Completed
 
| Some indoor bushes would die and disappear quickly.
 
|
 
|-
 
| <div id="Req297">Req297</div>
 
| INNER DEFENDERS
 
| Completed
 
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
 
|
 
|-
 
| <div id="Req298">Req298</div>
 
| SLIDING UNDER ENEMIES
 
 
| (Future)
 
| (Future)
| If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
+
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req299">Req299</div>
+
| Bloat317
| RIVER SITE UPDATE
+
| PERSISTENT WILDS
| Completed
 
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 
|  
 
|-
 
| <div id="Req300">Req300</div>
 
| TREE DISPLAY PROBLEM
 
 
| (Future)
 
| (Future)
| Snow covered leafless deciduous trees aren't white.
+
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req301">Req301</div>
+
| Bloat318
| TRAP AVOIDANCE
+
| VARIOUS GRASSES
 
| (Future)
 
| (Future)
| Invaders shouldn't fall for traps if they've seen them used.
+
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req302">Req302</div>
+
| Bloat319
| ADVENTURER PROFESSIONS
+
| IMPROVED BLOOD TRACKING
 
| (Future)
 
| (Future)
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
+
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req303">Req303</div>
+
| Bloat320
| ENTITY ENEMY LEGEND
+
| WORLD-SPANNING FEATURES
 
| (Future)
 
| (Future)
| If you become a town's enemy, it needs a legend event for it.
+
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req304">Req304</div>
+
| Bloat321
| STRANGE FOOD OWNERSHIP
+
| FOOTPRINTS
 
| (Future)
 
| (Future)
| Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
+
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req305">Req305</div>
+
| Bloat322
| CHEAP BARRELS
+
| MISCELLANEOUS MATERIAL ACQUISITION
 
| (Future)
 
| (Future)
| In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
+
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req306">Req306</div>
+
| Bloat323
| UNIT NAME ISSUE
+
| WIDER USE OF COLOR DEFINITIONS
 
| (Future)
 
| (Future)
| Technical problem with unit name display.
+
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req307">Req307</div>
+
| Bloat324
| BLANK TANTRUM MESSAGE
+
| FOSSILS
| Completed
+
| (Future)
| "(blank) is destroyed by Aliz, craftsdwarf."
+
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req308">Req308</div>
+
| Bloat325
| FARM FERTILIZER DISPLAY
+
| ADDITIONAL LIQUID TYPES
| Completed
+
| (Future)
| Show fertilizer amount for farms where it has happened.
+
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req309">Req309</div>
+
| Bloat326
| CHANNEL/AQUEDUCT INTERACTIONS
+
| SKY AND TOPO DISPLAY
| Completed
 
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 
|
 
|-
 
| <div id="Req310">Req310</div>
 
| ITEM NAME ISSUE
 
| Completed
 
| Technical problem with item name display.
 
|
 
|-
 
| <div id="Req311">Req311</div>
 
| MELEE TRAINING ISSUE
 
| Completed
 
| Melee training seems to be deadly again.
 
|
 
|-
 
| <div id="Req312">Req312</div>
 
| DOUBLE IMPROVEMENTS
 
 
| (Future)
 
| (Future)
| Artifact was studded with gold and gold.
+
| Add various optional methods for visualizing the 3D stuffs.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req313">Req313</div>
+
| Bloat327
| ROAD BUILDING
+
| VARIOUS RIDING POSITIONS
 
| (Future)
 
| (Future)
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
+
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req314">Req314</div>
+
| Bloat328
| LEGEND DISPLAY PROBLEM
+
| IMPROVED SEASHORES
 
| (Future)
 
| (Future)
| Long history names busted -- it should instead place it on two lines if possible.
+
| Coastal biome designations, grabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req315">Req315</div>
+
| Bloat329
| REPEAT ATTACK BUTTON
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Repeat attack button, esp. for specific wrestling.
 
 
|  
 
|  
|-
 
| <div id="Req316">Req316</div>
 
| WAIT KEY
 
| Completed
 
| Wait key in adventure mode.
 
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req317">Req317</div>
+
| Bloat330
| CORRECT AGING
+
| CLEANSING EVIL AREAS
 
| (Future)
 
| (Future)
| Need creatures to age properly when reloaded, incl. retirees.
+
| The cleansing of evil areas needs to be put back in after tracking is improved.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req318">Req318</div>
+
| Bloat331
| ALCHEMY PILE
+
| PRESSURE EQUILIBRIUM
 
| (Future)
 
| (Future)
| Alchemical pile filled with lye, vials and so on.
+
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req319">Req319</div>
+
| Bloat332
| WAKE UP!
+
| PATTERN FLYING CRITTERS
| Completed
+
| (Future)
| Adventure mode sleep needs to clear upon being attacked.
+
| Put the pattern flying cave feature critters back in.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req320">Req320</div>
+
| Bloat333
| NAMING ISSUE
+
| ARMOR CONTAMINATION FROM BLEEDING
 
| (Future)
 
| (Future)
| There's an issue with some unit names
+
| Requires location specific bleeding information, tied to scarring and infection.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req321">Req321</div>
+
| Bloat334
| ARCHERY PRACTICE GROUNDING
+
| IMPROVE LIQUID SINK DIRECTION
| Completed
+
| (Future)
| While doing archery practice, people that were grounded don't stand up until it's over.
+
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req322">Req322</div>
+
| Bloat335
| COIN BATCH ISSUE
+
| IMPROVED FARMING
| Completed
+
| (Future)
| Potential problems with coin batches for non-currencies. Need to check.
+
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req323">Req323</div>
+
| Bloat336
| BREAK EXPLOIT
+
| ITEM PLACEMENT VERSUS SMALL AREAS
 
| (Future)
 
| (Future)
| Can draft then undraft to end breaks.
+
| Check some issues with the placement of objects versus small isolated areas.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req324">Req324</div>
+
| Bloat337
| PROACTIVE BEAST ATTACKERS
+
| PEAT
 
| (Future)
 
| (Future)
| The large beasts could afford to be slightly more aggressive.
+
| Make peat more than just another soil type.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req325">Req325</div>
+
| Bloat338
| PUNGENT BUGS
+
| MORE OUTDOOR MAP FEATURES
 
| (Future)
 
| (Future)
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
+
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req326">Req326</div>
+
| Bloat339
| HARDER FISHING
+
| RIVER OVERFLOWS
 
| (Future)
 
| (Future)
| Fishing is a little too easy, maybe.
+
| River overflows and the return of the associated farming techniques.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req327">Req327</div>
+
| Bloat340
| CORPSE PROCESSING
+
| BOULDER REMOVAL
 
| (Future)
 
| (Future)
| Can process corpse to eat etc if you have a sharp object.
+
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req328">Req328</div>
+
| Bloat341
| NAMING ISSUE
+
| STUCK-IN CONTAMINANTS
 
| (Future)
 
| (Future)
| Issue with some unit names.
+
| Issues with contaminants on item that becomes stuck inside another creature.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req329">Req329</div>
+
| Bloat342
| STRANGE POPULATION ISSUES
+
| MIGRANT HISTORICAL EVENTS
| Completed
+
| (Future)
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
+
| Some issues with migrants and associated historical events.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req330">Req330</div>
+
| Bloat343
| CHARGE CHANGE
+
| CLIMBING
 
| (Future)
 
| (Future)
| Knock-backs without people falling on the ground should be more common in charging.
+
| Ability to climb terrain that would be otherwise impassable.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req331">Req331</div>
+
| Bloat344
| ATTACK OPPORTUNITY NUMBERS
+
| RELIGIONS AND CULTS
 
| (Future)
 
| (Future)
| It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
+
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req332">Req332</div>
+
| Bloat345
| SHORT JOB NAMES
+
| WEB MOVEMENT
 
| (Future)
 
| (Future)
| In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
+
| Creatures that spin large webs should be able to move along the web, even in open space.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req333">Req333</div>
+
| Bloat346
| RESPECT CONTAINER CAPACITY ON PICKUP
+
| SUPER NIGHT SKY
 
| (Future)
 
| (Future)
| Container capacity needs to be respected on pickup as it is with the put command.
+
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req334">Req334</div>
+
| Bloat347
| CRASHING ISSUE I
+
| HEREDITY
| Completed
+
| (Future)
| There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
+
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req335">Req335</div>
+
| Bloat348
| INFESTATION FREQUENCIES
+
| LINGUISTICS
| Completed
+
| (Future)
| The creatures selected to infest caves don't respect their population frequencies.
+
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req336">Req336</div>
+
| Bloat349
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
+
| UNIT NAMES
 
| (Future)
 
| (Future)
| A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
+
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req337">Req337</div>
+
| Bloat350
| IN-GAME SNAPSHOTS
+
| MORE MECHANISMS
| Completed
+
| (Future)
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
+
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req338">Req338</div>
+
| Bloat351
| MEMMAP ISSUES
+
| UNAWARE OF PROFESSIONS
 
| (Future)
 
| (Future)
| There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
+
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req339">Req339</div>
+
| Bloat352
| MYSTERY WEB
+
| RIVER/LAKE IMPROVEMENTS
| Completed
 
| A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
 
|
 
|-
 
| <div id="Req340">Req340</div>
 
| FIRE FLOW SLAYER CREDIT
 
 
| (Future)
 
| (Future)
| Creatures don't get credit for killing creatures directly with flows.
+
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req341">Req341</div>
+
| Bloat353
| RIVER LOOPS
+
| BARRACKS FUNCTION SPLIT
| Completed
+
| (Future)
| The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
+
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req342">Req342</div>
+
| Bloat354
| FROZEN WATER DISAGREEMENT
+
| SAVE KITCHEN SETTINGS
| Completed
+
| (Future)
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
+
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req343">Req343</div>
+
| Bloat355
| CORNER DOOR DETAILING
+
| TAKING NOTES
 
| Completed
 
| Completed
| A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
+
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req344">Req344</div>
+
| Bloat356
| TOWN ANIMALS UNDER THREAT
+
| IMPROVED FISHING
 
| (Future)
 
| (Future)
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
+
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req345">Req345</div>
+
| Bloat357
| REST/SLEEP CONFLICT
+
| HOLDING BREATH
| Completed
+
| (Future)
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
+
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req346">Req346</div>
+
| Bloat358
| PROJECTILES FALLING THROUGH FLOORS
+
| MACROS
| Completed
+
| (Future)
| Corpse pieces have occasionally been observed falling through the floor.
+
| You should be able to make keyboard macros to perform complicated repetitive actions.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req347">Req347</div>
+
| Bloat359
| ERRONEOUS FOOD OWNERSHIP
+
| UNCONVENTIONAL AMMUNITION
 
| (Future)
 
| (Future)
| If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
+
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req348">Req348</div>
+
| Bloat360
| SURROUNDING CHAT BIOME VERIFICATION
+
| OTHER WATER SOURCES
 
| (Future)
 
| (Future)
| When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
+
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req349">Req349</div>
+
| Bloat361
| PATH FIND ALTERATIONS
+
| EMBARK PROFESSION UPDATE
 
| (Future)
 
| (Future)
| Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
+
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req350">Req350</div>
+
| Bloat362
| CRASH ISSUE ON BODY PART VIEW
+
| VERMIN BODIES
| Completed
 
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
 
|
 
|-
 
| <div id="Req351">Req351</div>
 
| PET INFO CRASH
 
| Completed
 
| There was a crash related to null pet and owner pointers inside some pet info.
 
|  
 
|-
 
| <div id="Req352">Req352</div>
 
| TEMPERATURE FLOW SLAYERS
 
 
| (Future)
 
| (Future)
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
+
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req353">Req353</div>
+
| Bloat363
| PROJECTILES AND FLOWS
+
| FURNITURE FLUX
 
| (Future)
 
| (Future)
| Some projectiles survive environmental effects unaffected.
+
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req354">Req354</div>
+
| Bloat364
| DIAGONAL FLOW PATHS
+
| SITE RECTANGLE INFORMATION
 
| (Future)
 
| (Future)
| Diagonal-tending dragonfire has a tendency to wrap backward.
+
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req355">Req355</div>
+
| Bloat365
| LIQUID CREATURE SUPPORT
+
| GLACIER/OCEAN INTERFACE
 
| (Future)
 
| (Future)
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
+
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req356">Req356</div>
+
| Bloat366
| GRASS-TREE BURN SPEEDS
+
| SMOOTHER ELEVATION CHANGES
 
| (Future)
 
| (Future)
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
+
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req357">Req357</div>
+
| Bloat367
| FIRE AND TEMPERATURE
+
| WATER ON BUILDINGS DISPLAY
 
| (Future)
 
| (Future)
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
+
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req358">Req358</div>
+
| Bloat368
| CONTAMINANT MATERIALS
+
| GENDER-BASED PICTURES
 
| (Future)
 
| (Future)
| Contaminant materials need to be tracked more carefully.
+
| You should be able to further specify which graphical tiles are used if you like.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req359">Req359</div>
+
| Bloat369
| CONTAMINANT TEMPERATURE EFFECTS
+
| LEGENDARY SWIM SPEED
 
| (Future)
 
| (Future)
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
+
| It could afford to make finer gradations for swim skill passed legendary.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req360">Req360</div>
+
| Bloat370
| TEMPERATURE AND ROTTING
+
| ITEMS AND GRATES/BARS
 
| (Future)
 
| (Future)
| The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
+
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req361">Req361</div>
+
| Bloat371
| CORE TEMPERATURE VS EXTREMITIES
+
| SUBORDINATE SITE POPULATIONS
 
| (Future)
 
| (Future)
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
+
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req362">Req362</div>
+
| Bloat372
| CREATURE SUBTYPES AND TEMPERATURE
+
| MORE WITH TRAPS
 
| (Future)
 
| (Future)
| The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
+
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req363">Req363</div>
+
| Bloat373
| VERMIN AND TEMPERATURE
+
| IMPROVED DRUNKS
 
| (Future)
 
| (Future)
| Vermin are currently unaffected by temperature and flows.
+
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req364">Req364</div>
+
| Bloat374
| VENOM... BARRELS?
+
| CONVERSATION SKILLS IN ADVENTURE MODE
 
| (Future)
 
| (Future)
| Traders bring venom in barrels instead of vials. This might be excessive.
+
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req365">Req365</div>
+
| Bloat375
| AGGRESSIVE SAPLING GROWTH
+
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
 
| (Future)
 
| (Future)
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
+
| Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req366">Req366</div>
+
| Bloat376
| DISTANT OFFICERS
+
| TALKING TO GODS
 
| (Future)
 
| (Future)
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
+
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req367">Req367</div>
+
| Bloat377
| LOST FOOD
+
| TEMPLE-SPECIFIC TASKS
 
| (Future)
 
| (Future)
| The eat job sometimes loses control over the munchy's location.
+
| High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req368">Req368</div>
+
| Bloat378
| THE WELL BUCKET AND MAGMA
+
| MORE BUILDING CONVERSATION
 
| (Future)
 
| (Future)
| The well bucket is not affected by local temperatures as it should be when it descends.
+
| Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req369">Req369</div>
+
| Bloat379
| MISSING UNIFORM
+
| LEGEND SUBSET SELECTION
 
| (Future)
 
| (Future)
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
+
| The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req370">Req370</div>
+
| Bloat380
| EATING IN STRANGE ROOMS
+
| MOODS AND IMPRESSIONS
 
| (Future)
 
| (Future)
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
+
| In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req371">Req371</div>
+
| Bloat381
| AXE USE DEACTIVATED
+
| GENERALIZE ARCHITECTURE SYSTEM
 
| (Future)
 
| (Future)
| Deactivating squads can do strange things to axe use preference.
+
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req372">Req372</div>
+
| Bloat382
| TANTRUM EXHAUSTION
+
| MORE SPHERE LINKS FOR TEMPLES
 
| (Future)
 
| (Future)
| Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
+
| Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
 
|  
 
|  
|-
+
|- valign="top"
| <div id="Req373">Req373</div>
+
| Bloat383
| RAMP WALLS
+
| GOBLIN DUNGEONS
| Completed
 
| There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
 
|  
 
|-
 
| <div id="Req374">Req374</div>
 
| PET CAP
 
 
| (Future)
 
| (Future)
| Evaluate alternatives to the 50 per type animal cap.
+
| The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
|
 
|-
 
| <div id="Req375">Req375</div>
 
| OTHER CAVES
 
| (Future)
 
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
 
 
|  
 
|  
 +
|}
 +
 +
=Reqs=
 +
 +
Reqs are old bugs, additions and adjustments that have to be handled.
 +
 +
 +
==Reqs 1 - 50==
 +
 +
{| class="wikitable"
 +
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Req376">Req376</div>
+
| style="width:100%;"| Req1, PILE MASTERY AND TYPES, (Future): Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
| ADV MODE LIGHTING PROBLEMS
 
| (Future)
 
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
 
|
 
 
|-
 
|-
| <div id="Req377">Req377</div>
+
| Req2, IMPROVED WORK ORDERS, (Future): Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
| AMAZING VERMIN ENTRY
 
| (Future)
 
| Eater vermin from map features can get into things that are impossible to get into.
 
|
 
 
|-
 
|-
| <div id="Req378">Req378</div>
+
| Req3, TWEAK PRODUCTS OF WOOD BURNING, Completed.
| LACK OF FLUID MIXING IN CONTAINERS
 
| (Future)
 
| It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
 
|
 
 
|-
 
|-
| <div id="Req379">Req379</div>
+
| Req4, PAYMENT FOR STORAGE JOBS, Completed.
| TRAILS AND ROADS
 
| (Future)
 
| There should be trails and roads all over the place in civilized areas.
 
|
 
 
|-
 
|-
| <div id="Req380">Req380</div>
+
| Req5, STOP TREES FROM BEING ADJACENT, Completed.
| AREA DIFFICULTIES
 
| (Future)
 
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
 
|
 
 
|-
 
|-
| <div id="Req381">Req381</div>
+
| Req6, CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS, Completed.
| MOOD WORKSHOP
 
| (Future)
 
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
 
|
 
 
|-
 
|-
| <div id="Req382">Req382</div>
+
| Req7, PARTY NOTIFICATION OPTION, (Future): Option to turn off notification about dwarves organizing parties.
| OFFER CONFIRMATION
 
| (Future)
 
| A confirmation might be helpful for making offerings in the depot.
 
|
 
 
|-
 
|-
| <div id="Req383">Req383</div>
+
| Req8, RIVER ACTIVITY AND ATTACKS, (Future): If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
| RAW FISH NAME
 
| (Future)
 
| Raw fish might need to be renamed for clarity
 
|
 
 
|-
 
|-
| <div id="Req384">Req384</div>
+
| Req9, RESTRAINED SLEEP, (Future): People don't sleep/rest when they are chained/caged.
| BUILDING JOB CHECKS
 
| (Future)
 
| Need to look into how often buildings do job checks and when they reset their counters.
 
|
 
 
|-
 
|-
| <div id="Req385">Req385</div>
+
| Req10, CARETAKER WELL USE, Completed: Caretakers seeking water should be able to use wells.
| HAUL JOB OVERRIDES
 
| (Future)
 
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
 
|
 
 
|-
 
|-
| <div id="Req386">Req386</div>
+
| Req11, IMPROVED RESCUE, (Future): People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
| PERSISTENT CURSOR POSITION
 
| (Future)
 
| There are some mode changes in dwarf mode where the cursor position should persist.
 
|
 
 
|-
 
|-
| <div id="Req387">Req387</div>
+
| Req12, WRESTLE TARGET PROBLEMS, Completed: A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
| TOTAL PROFESSION NUMBERS
 
| (Future)
 
| There should be a way to view the total numbers enabled for each labor list item.
 
|
 
 
|-
 
|-
| <div id="Req388">Req388</div>
+
| Req13, WINTER CAVE RIVER, Completed: (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
| ROOM QUALITY DISPLAY
 
| (Future)
 
| There should be an easier way to view the quality of a room.
 
|
 
 
|-
 
|-
| <div id="Req389">Req389</div>
+
| Req14, OUTSIDE LAVA BLOCKING, Completed: Units shouldn't attempt to enter the map if you've blocked it off with lava.
| PERSONAL ROOM TRAFFIC
 
| (Future)
 
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
 
|
 
 
|-
 
|-
| <div id="Req390">Req390</div>
+
| Req15, LAVA AND TREES, Completed: Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
| JOB INFORMATION
 
| (Future)
 
| You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
 
|
 
 
|-
 
|-
| <div id="Req391">Req391</div>
+
| Req16, REMOVE PUBLIC CHEST/CABINETS, Completed: This is part of the swap over to the bin system.
| WOUNDED BABY CARE
 
| (Future)
 
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
 
|
 
 
|-
 
|-
| <div id="Req392">Req392</div>
+
| Req17, AJAR DEFAULT DOOR SETTING, Completed.
| HAULING ORDERS
 
| (Future)
 
| More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
 
|
 
 
|-
 
|-
| <div id="Req393">Req393</div>
+
| Req18, ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES, (Future): People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
| MINING SKILL SETTINGS
 
| (Future)
 
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
 
|
 
 
|-
 
|-
| <div id="Req394">Req394</div>
+
| Req19, TARGETING PROBLEM, Completed: Champions didn't seem to want to target anything.
| VARIOUS COMPENSATION METHODS
 
| (Future)
 
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
 
|
 
 
|-
 
|-
| <div id="Req395">Req395</div>
+
| Req20, PILE CHECKING, (Future): People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
| HOLDING ARTIFACTS
 
| (Future)
 
| There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
 
|
 
 
|-
 
|-
| <div id="Req396">Req396</div>
+
| Req21, BODYGUARDS LEAVING, (Future): Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
 
| (Future)
 
| When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
 
|
 
 
|-
 
|-
| <div id="Req397">Req397</div>
+
| Req22, HAULING PROFESSION, (Future): New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
| ERRONEOUS CAGED UNIT DEATHS
 
| (Future)
 
| A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
 
|
 
 
|-
 
|-
| <div id="Req398">Req398</div>
+
| Req23, USE GROUNDING TO CURE TRAFFIC JAMS, Completed.
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
 
| (Future)
 
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
 
|
 
 
|-
 
|-
| <div id="Req399">Req399</div>
+
| Req24, TRANSFER PILES, (Future): You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
| DIRT ROADS ON ICE
 
| (Future)
 
| When roads are built over ice, trampled dirt can be created spontaneously.
 
|
 
 
|-
 
|-
| <div id="Req400">Req400</div>
+
| Req25, TANTRUM THROWS, Completed: Thrown tantrum objects don't hit other friendlies, but they should.
| DYED CLOTH STOCKPILE SEPARATION
 
| (Future)
 
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
 
|
 
 
|-
 
|-
| <div id="Req401">Req401</div>
+
| Req26, SLEEPING THROUGH TANTRUMS, Completed: Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
| PREMATURE TRADE SCREEN EXITS
 
| (Future)
 
| It's easy to skip out of the trade agreement screens without knowing what happened.
 
|
 
 
|-
 
|-
| <div id="Req402">Req402</div>
+
| Req27, IMPROVED WORKSHOP INTERFACES, (Future): Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
| SAVE TO MAIN MENU TRANSITION
 
| (Future)
 
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
 
|
 
 
|-
 
|-
| <div id="Req403">Req403</div>
+
| Req28, CHASMING REFUSE, Completed: They used to throw refuse in the chasm. Now they don't. They should.
| DAMBLOCK OPTS
 
| (Future)
 
| There are some optimizations that can be made to the damage blocking calculations.
 
|
 
 
|-
 
|-
| <div id="Req404">Req404</div>
+
| Req29, SOLDIER PROFILES, (Future): Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
| STILL BARRELS
 
| (Future)
 
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
 
|
 
 
|-
 
|-
| <div id="Req405">Req405</div>
+
| Req30, MORE TRADE GOODS, Completed: Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
| VERMIN TRACKING
 
| (Future)
 
| There are some problems with the accounting of vermin populations.
 
|
 
 
|-
 
|-
| <div id="Req406">Req406</div>
+
| Req31, EXPAND AVAILABLE EQUIPMENT FOR SETTLERS, Completed.
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
 
| (Future)
 
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
 
|
 
 
|-
 
|-
| <div id="Req407">Req407</div>
+
| Req32, SKILL SYNERGY, (Future): Have some skills give bonuses to other skills.
| RECLAIM STACKS
 
| (Future)
 
| On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
 
|
 
 
|-
 
|-
| <div id="Req408">Req408</div>
+
| Req33, SMARTER ENGRAVER, Completed: Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
| DOMESTICATION AND ENTITY DEFS
 
| (Future)
 
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
 
|
 
 
|-
 
|-
| <div id="Req409">Req409</div>
+
| Req34, SHODDY ITEMS, (Future): Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
| BAG RESERVES
 
| (Future)
 
| The ability to reserve bags for uses other than seed storage would be useful.
 
|
 
 
|-
 
|-
| <div id="Req410">Req410</div>
+
| Req35, SHODDY START ITEMS, (Future): Shoddy items for low skill settlers. Requires Req34.
| KITCHEN ISSUES
 
| (Future)
 
| It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
 
|
 
 
|-
 
|-
| <div id="Req411">Req411</div>
+
| Req36, INIT BUG, Completed: Potential initialization problem for dwarf mode if previous games have been played.
| ZOOMING AROUND
 
| (Future)
 
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
 
|
 
 
|-
 
|-
| <div id="Req412">Req412</div>
+
| Req37, TRIGGER LINK INTERFACE, (Future): It could be more clear about what you are linking to and what it will do.
| DROWSINESS VS. KNOCKOUTS
 
| (Future)
 
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
 
|
 
 
|-
 
|-
| <div id="Req413">Req413</div>
+
| Req38, JOB INFORMATION RETENTION, (Future): Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
| PAIRED ITEMS ON ARMOR STANDS
 
| (Future)
 
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
 
|
 
 
|-
 
|-
| <div id="Req414">Req414</div>
+
| Req39, AXES FOR WOODCUTTERS, Completed.
| EQUIPMENT STORAGE
+
|-
| (Future)
+
| Req40, IMPROVED OUTPOST LIAISON, Completed: Liaison should come earlier and be more useful.
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
 
|
 
 
|-
 
|-
| <div id="Req415">Req415</div>
+
| Req41, BUILDING CONSTRUCTION ITEM SELECTION, Completed: There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
| SCHEDULING ISSUES
 
| (Future)
 
| There are some minor adventure mode town schedule issues that need addressing.
 
|
 
 
|-
 
|-
| <div id="Req416">Req416</div>
+
| Req42, STOP JOB RESUME WHEN UNDER ATTACK, Completed.
| PAIRED IMPROVEMENTS
 
| (Future)
 
| For the most part, improvements on pregenerated paired items should be made identical.
 
|
 
 
|-
 
|-
| <div id="Req417">Req417</div>
+
| Req43, MOVIE MAKER INTERFACE, (Future): Put fast-forward back in, some other tweaks.
| "WATER"SKINS?
 
| (Future)
 
| Military dwarves should be apt to carry booze instead of water.
 
|
 
 
|-
 
|-
| <div id="Req418">Req418</div>
+
| Req44, JOB ASSIGN OPTIMIZATION, Completed.
| WEIGHT AND VALUE PROBLEMS
 
| (Future)
 
| There are a lot of inconsistencies with weight and value numbers in the raws.
 
|
 
 
|-
 
|-
| <div id="Req419">Req419</div>
+
| Req45, TARGET OPTIMIZATION, Completed: (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
| PRICE SETTER STORAGE
 
| (Future)
 
| Technical issue with price setter storage.
 
|
 
 
|-
 
|-
| <div id="Req420">Req420</div>
+
| Req46, JOB AMOUNT ABUSE, (Future): Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
| DRINK JOB CONNECTION CHECKS
 
| (Future)
 
| Some drink jobs don't check connectivity correctly.
 
|
 
 
|-
 
|-
| <div id="Req421">Req421</div>
+
| Req47, GENERAL CHASMING OF ITEMS, Completed: Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
| BUILDING NAMES
 
| (Future)
 
| Custom names for buildings. For stockpiles they can be inherited by containers.
 
|
 
 
|-
 
|-
| <div id="Req422">Req422</div>
+
| Req48, NO RECORD, Completed.
| ROCKY ROAD
 
| (Future)
 
| Road building can be annoying on rocky maps.
 
|
 
 
|-
 
|-
| <div id="Req423">Req423</div>
+
| Req49, POUR BUCKETS INTO BARRELS, Completed.
| WEALTH OVERCOUNTS
 
| (Future)
 
| Held/worn items are counted too much toward fortress wealth.
 
|
 
 
|-
 
|-
| <div id="Req424">Req424</div>
+
| Req50, ERRANT BLOOD PLACEMENT, Completed: In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
| PLANTING CANCELLATIONS
 
| (Future)
 
| Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
 
|
 
 
|-
 
|-
| <div id="Req425">Req425</div>
+
|}
| DWARVEN WAGONS
+
 
| Completed
+
==Reqs 51 - 100==
| Dwarves have wagons, so they should use them to trade.
+
 
|  
+
{| class="wikitable"
 +
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Req426">Req426</div>
+
| style="width:100%;"| Req51, OVER-POWERED TANTRUMS, (Future): Damaging certain buildings is too easy.
| WATERFALL EDGES
 
| (Future)
 
| Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
 
|
 
 
|-
 
|-
| <div id="Req427">Req427</div>
+
| Req52, NO RECORD, Completed.
| ELITE SOLDIER SETTINGS
 
| (Future)
 
| You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
 
|
 
 
|-
 
|-
| <div id="Req428">Req428</div>
+
| Req53, NO RECORD, Completed.
| TASK PRIORITIES
 
| (Future)
 
| It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
 
|
 
 
|-
 
|-
| <div id="Req429">Req429</div>
+
| Req54, FOCUS 3D, (Future): Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
| FARM SETTINGS LOST
 
| (Future)
 
| It can destroy preset crop selections for future seasons when there's a problem with the current season.
 
|
 
 
|-
 
|-
| <div id="Req430">Req430</div>
+
| Req55, NO RECORD, Completed.
| JOB POSSIBILITIES DISPLAYED
 
| (Future)
 
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
 
|
 
 
|-
 
|-
| <div id="Req431">Req431</div>
+
| Req56, NO RECORD, Completed.
| EQUIPMENT CLEANING
 
| (Future)
 
| You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
 
|
 
 
|-
 
|-
| <div id="Req432">Req432</div>
+
| Req57, NO RECORD, Completed.
| SETUP SCREEN CHANGES
 
| (Future)
 
| Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
 
|
 
 
|-
 
|-
| <div id="Req433">Req433</div>
+
| Req58, SOLDIERS ON TOP OF MILITARY SCREEN, Completed.
| FLOATING
 
| (Future)
 
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
 
|
 
 
|-
 
|-
| <div id="Req434">Req434</div>
+
| Req59, COLOR ON UNIT SCREEN, Completed.
| MESSAGE CONTROL
 
| (Future)
 
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
 
|
 
 
|-
 
|-
| <div id="Req435">Req435</div>
+
| Req60, BLOCK EXPLANATIONS, Completed: Can't tell what's blocking you when are blocked going down dwarf stairs.
| SETTINGS FOR BASIC JOBS
 
| (Future)
 
| There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
 
|
 
 
|-
 
|-
| <div id="Req436">Req436</div>
+
| Req61, INVASION AFTER-EFFECTS, (Future): If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
| EQUIPMENT DISPOSAL
 
| (Future)
 
| There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
 
|
 
 
|-
 
|-
| <div id="Req437">Req437</div>
+
| Req62, SITE CLIFF DEFINITION, Completed: There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
| ASHERY SKILLS
 
| (Future)
 
| Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
 
|
 
 
|-
 
|-
| <div id="Req438">Req438</div>
+
| Req63, SMALL PET ATTACHMENTS, (Future): People don't care when their smaller pets die.
| REFERENCE UPDATE
 
| (Future)
 
| Some internal references should be stored differently.
 
|
 
 
|-
 
|-
| <div id="Req439">Req439</div>
+
| Req64, ACCESSIBILITY ISSUES, (Future): Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
| FISHERY AUTOMATION
 
| (Future)
 
| The fishery (and other workshops) should have automation features.
 
|
 
 
|-
 
|-
| <div id="Req440">Req440</div>
+
| Req65, CRASH BUG WITH BOWS, Completed.
| TRAVELER OUTFITS
 
| (Future)
 
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
 
|
 
 
|-
 
|-
| <div id="Req441">Req441</div>
+
| Req66, PROBLEM WITH POPULATION CREATION, Completed.
| CHILDREN AND GROWTH
 
| (Future)
 
| Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
 
|
 
 
|-
 
|-
| <div id="Req442">Req442</div>
+
| Req67, MONSTER BURIAL, Completed: They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
| SHOPKEEPERS AND THEIR INVENTORY
 
| (Future)
 
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
 
|
 
 
|-
 
|-
| <div id="Req443">Req443</div>
+
| Req68, HUNTING ARMOR, (Future): Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
| UNIT-JOB SCREEN IMPROVEMENTS
 
| (Future)
 
| The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
 
|
 
 
|-
 
|-
| <div id="Req444">Req444</div>
+
| Req69, IMPROPER BURIAL, Completed: They put a corpse in a coffin that wasn't flagged "Use for Burial".
| FLEEING SOLDIER AI
 
| (Future)
 
| Fleeing soldiers don't cope well with not being able to reach their exit location.
 
|
 
 
|-
 
|-
| <div id="Req445">Req445</div>
+
| Req70, BREAKUP ITEM STACKS, (Future): Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
| INJURED HUNTERS
 
| (Future)
 
| Injured hunters should not attempt to hunt in general.
 
|
 
 
|-
 
|-
| <div id="Req446">Req446</div>
+
| Req71, ARMY PROFILES, (Future): This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
| COOKING SELECTION ISSUE
 
| (Future)
 
| Cooking had an issue where it selected a barrel and the object inside of it.
 
|
 
 
|-
 
|-
| <div id="Req447">Req447</div>
+
| Req72, WILD BEASTS POPULATING SITES, Completed.
| PRESERVING VALUABLE STONES
 
| Completed
 
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
 
|
 
 
|-
 
|-
| <div id="Req448">Req448</div>
+
| Req73, SOME CODE CLEANING, Completed.
| INTERRUPTED JOB DURATIONS
 
| (Future)
 
| Issue with job durations versus interruptions.
 
|
 
 
|-
 
|-
| <div id="Req449">Req449</div>
+
| Req74, MINING DESIGNATIONS, (Future): A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
| BARRACKS ASSIGNMENTS
 
| (Future)
 
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
 
|
 
 
|-
 
|-
| <div id="Req450">Req450</div>
+
| Req75, REWALL, Completed: Option to re-wall or fill in channels, using some stone.
| USEFUL BREAKS
 
| (Future)
 
| Dwarves should actively pursue non-work related activities while they are taking breaks.
 
|
 
 
|-
 
|-
| <div id="Req451">Req451</div>
+
| Req76, INTELLIGENT HUNTING, (Future): Crossbow hunters should be more intelligent about their ammo.
| LIAISON AND WORKERS
 
| (Future)
 
| You should be able to request specific workers and worker types from your outpost liaison.
 
|
 
 
|-
 
|-
| <div id="Req452">Req452</div>
+
| Req77, SOME NEW WILDERNESS CREATURE TYPES, Completed.
| IMPROVE LOCAL MATERIAL TABULATION
 
| (Future)
 
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
 
|
 
 
|-
 
|-
| <div id="Req453">Req453</div>
+
| Req78, TWEAK FOR PILES, Completed.
| COFFIN OBJECT ISSUES
 
| (Future)
 
| Issues with the items in coffins versus building destruction and rotting.
 
|
 
 
|-
 
|-
| <div id="Req454">Req454</div>
+
| Req79, JOB CANCEL NOTICES, (Future): Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
| FOOD SELECTION
 
| (Future)
 
| There are some issues with food choice relative to value and distance.
 
|
 
 
|-
 
|-
| <div id="Req455">Req455</div>
+
| Req80, WILDERNESS INTERACTIONS, (Future): Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
| RAMPS ON BOUNDARIES
 
| (Future)
 
| Some ramps were omitted on block splits.
 
|
 
 
|-
 
|-
| <div id="Req456">Req456</div>
+
| Req81, ARTISANS WEARING ARMOR, (Future): Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
| KIDNAP INFO HANDLING
 
| (Future)
 
| Kidnapped dwarves need to have more game info removed.
 
|
 
 
|-
 
|-
| <div id="Req457">Req457</div>
+
| Req82, NUMBERED JOB REPEAT, (Future): Option to have numeric repeats for a job.
| STEAM EFFECTS
 
| (Future)
 
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
 
|
 
 
|-
 
|-
| <div id="Req458">Req458</div>
+
| Req83, INTELLIGENT JOB HANDLING, (Future): More job suspensions rather than complete cancellations.
| ZOMBIE BODIES
 
| (Future)
 
| Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
 
|
 
 
|-
 
|-
| <div id="Req459">Req459</div>
+
| Req84, SKILL ROLL CONSISTENCY, (Future): Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
| CAVE-IN COLUMN WEIGHTS
 
| (Future)
 
| Cave-in columns need more careful weight calculations.
 
|
 
 
|-
 
|-
| <div id="Req460">Req460</div>
+
| Req85, PAIN DEADENING AND SCARS, (Future): Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
| INITIAL RIVER DISPLAY
 
| (Future)
 
| It needs to initialize river flow directions before the rivers are initially displayed.
 
|
 
 
|-
 
|-
| <div id="Req461">Req461</div>
+
| Req86, JOB PRIORITIZING, (Future): Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
| FLOWS AND DIRECTIONAL CALCULATIONS
 
| (Future)
 
| Certain flow calculations still only run in 4 directions.
 
|
 
 
|-
 
|-
| <div id="Req462">Req462</div>
+
| Req87, IMPROVE DROWNING, (Future): Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
| CONTAMINANT TEMPERATURE AND MOISTURE
 
| (Future)
 
| Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
 
|
 
 
|-
 
|-
| <div id="Req463">Req463</div>
+
| Req88, STOCKS AND CORPSES, Completed: Problem with corpses/body parts in the stockpile screen.
| FORBIDDEN WARES
 
| (Future)
 
| The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
 
|
 
 
|-
 
|-
| <div id="Req464">Req464</div>
+
| Req89, DIG INTERFACE PROBLEM, Completed.
| EXCESSIVE BAIT
 
| (Future)
 
| Dwarves should not use entire stacks of meat or fish to bait traps.
 
|
 
 
|-
 
|-
| <div id="Req465">Req465</div>
+
| Req90, MULTIPLE AUTOMATED SHOP, (Future): Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
| METAL BLOCK/BAR WEIGHTS
 
| (Future)
 
| Need to watch out for the weight of metal objects versus metal bars.
 
|
 
 
|-
 
|-
| <div id="Req466">Req466</div>
+
| Req91, LEATHER COUNTING, (Future): Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
| WRESTLING GRASPS VERSUS OTHER ACTIONS
 
| (Future)
 
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
 
|
 
 
|-
 
|-
| <div id="Req467">Req467</div>
+
| Req92, BETTER SHOOTING INTERFACE, (Future): Archery can neglect same square and grounded targets, need to have choice if many are in same square.
| UNDEAD HEALING
 
| (Future)
 
| Undead and construct-type creatures tend to heal when they shouldn't.
 
|
 
 
|-
 
|-
| <div id="Req468">Req468</div>
+
| Req93, NO RECORD, Completed.
| EXTRACT MATERIALS
 
| (Future)
 
| The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
 
|
 
 
|-
 
|-
| <div id="Req469">Req469</div>
+
| Req94, ABANDONMENT FIX, Completed.
| HUMAN MIGRANT ISSUES
 
| (Future)
 
| In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
 
|
 
 
|-
 
|-
| <div id="Req470">Req470</div>
+
| Req95, BETTER TRAP TEXT, (Future): Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
| UNDEAD POPULATIONS
 
| (Future)
 
| Undead populations aren't tracked properly.
 
|
 
 
|-
 
|-
| <div id="Req471">Req471</div>
+
| Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
| ASKING DIRECTIONS
 
| (Future)
 
| You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
 
|
 
 
|-
 
|-
| <div id="Req472">Req472</div>
+
| Req97, VERMIN SWARMS IN ADVENTURE MODE, Completed.
| MIXING LIQUID CONTAMINANTS
 
| (Future)
 
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
 
|
 
 
|-
 
|-
| <div id="Req473">Req473</div>
+
| Req98, ART IMAGES, Completed.
| MATERIAL REWRITE
 
| (Future)
 
| There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
 
|
 
 
|-
 
|-
| <div id="Req474">Req474</div>
+
| Req99, BURYING THINGS, (Future): Allow items to be buried under the soil.
| PATH BUFFER CLEARING
 
| (Future)
 
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
 
|
 
 
|-
 
|-
| <div id="Req475">Req475</div>
+
| Req100, COIN STORES, (Future): Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
| SIEGE ENGINES AND THE Z AXIS
+
|}
| (Future)
+
 
| Siege engines need to respect the z axis.
+
==Reqs 101 - 150==
|  
+
{| class="wikitable"
 +
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Req476">Req476</div>
+
| style="width:100%;"| Req101, HAPPINESS UPON RELEASE FROM CONFINEMENT, Completed.
| DEEP OBJECT PLACEMENT ISSUE
 
| (Future)
 
| There's an issue with object placement in one of the deep areas.
 
|
 
 
|-
 
|-
| <div id="Req477">Req477</div>
+
| Req102, SOME WAGE ADJUSTMENTS, (Future): Jeweler and mechanic jobs should take a little longer but pay more.
| CONNECTED SITE COMPONENTS
 
| (Future)
 
| Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
 
|
 
 
|-
 
|-
| <div id="Req478">Req478</div>
+
| Req103, NO RECORD, Completed.
| LOCAL ARMY MOVEMENT
 
| (Future)
 
| There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
 
|
 
 
|-
 
|-
| <div id="Req479">Req479</div>
+
| Req104, SLAYER ANNOUNCEMENT, (Future): In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
| GOBLIN TOWER ISSUES
 
| (Future)
 
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
 
|
 
 
|-
 
|-
| <div id="Req480">Req480</div>
+
| Req105, SOME BUILDING INTERACTIONS, Completed.
| DWARVES ON FIRE
 
| (Future)
 
| Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
 
|
 
 
|-
 
|-
| <div id="Req481">Req481</div>
+
| Req106, FINALIZING THE STATE OF ACTIVE FLOWS, (Future): If flows are active when the player quits, their effects need to be handled.
| HATCH OPENING FOR DIAGONAL FLIERS
 
| (Future)
 
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
 
|
 
 
|-
 
|-
| <div id="Req482">Req482</div>
+
| Req107, PRIMITIVE WEAPONS, (Future): Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
| FISH CLEANING IMPROVEMENTS
 
| (Future)
 
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
 
|
 
 
|-
 
|-
| <div id="Req483">Req483</div>
+
| Req108, INTERFACE BINDINGS, Completed.
| BLOOD VISIBILITY
 
| (Future)
 
| Blood of all types should be visible on whatever color stone it falls on.
 
|
 
 
|-
 
|-
| <div id="Req484">Req484</div>
+
| Req109, FINISH TRAP BAITING, (Future): It's very sparse right now. Gems aren't actually used.
| WIND
 
| (Future)
 
| Local wind patterns need to be more interesting.
 
|
 
 
|-
 
|-
| <div id="Req485">Req485</div>
+
| Req110, NEMESIS TRADES, (Future): If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
| GROUNDED/SWIMMING
 
| (Future)
 
| Need to square the commonly-used notion of being on the ground with swimming.
 
|
 
 
|-
 
|-
| <div id="Req486">Req486</div>
+
| Req111, FILE I/O CHECKING, (Future): It could give more feedback about save/load errors.
| VISION AND SWIMMING
 
| (Future)
 
| Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
 
|
 
 
|-
 
|-
| <div id="Req487">Req487</div>
+
| Req112, ITEM AGGREGATES, (Future): Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
| WATER PRESERVATION
 
| (Future)
 
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
 
|
 
 
|-
 
|-
| <div id="Req488">Req488</div>
+
| Req113, RACE SPECIFIC PROFESSION NAMES, Completed.
| WARM STONE PROBLEM
 
| (Future)
 
| There are some rare cases where warm stone next to lava gets its temperature reset.
 
|
 
 
|-
 
|-
| <div id="Req489">Req489</div>
+
| Req114, DWARF LEVEL TWISTING ISSUES, Completed: Can see/shoot through dwarf twisted areas improperly sometimes.
| MIGRANT CHILDREN AGES
 
| (Future)
 
| The ages of migrant children are not based on the raws.
 
|
 
 
|-
 
|-
| <div id="Req490">Req490</div>
+
| Req115, NO RECORD, Completed.
| MATERIAL DEMANDS AND MANDATES
 
| (Future)
 
| Local materials lists for demands aren't compiled properly now.
 
|
 
 
|-
 
|-
| <div id="Req491">Req491</div>
+
| Req116, PROBLEM WITH LEAVES TEXT, Completed.
| ADVENTURE MODE TRADE SKILLS
 
| (Future)
 
| Some of the features from dwarf mode trade can be moved over to adventure mode.
 
|
 
 
|-
 
|-
| <div id="Req492">Req492</div>
+
| Req117, PET CAGE ASSIGNMENT PROBLEM, (Future): Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
| MELTED OBJECT SIZE
 
| (Future)
 
| When objects change states, their sizes need to be tracked more carefully.
 
|
 
 
|-
 
|-
| <div id="Req493">Req493</div>
+
| Req118, SOLDIER STATIONING LOAD PROBLEM, Completed: Bug with soldier stationing after load.
| MISSING MIGRANT TYPES
 
| (Future)
 
| A few professions don't occur as migrant types.
 
|
 
 
|-
 
|-
| <div id="Req494">Req494</div>
+
| Req119, LOSS OF THREAD PLANT RESOURCES, Completed: It still gives you one thread from pig tail(5).
| INITIALIZING PREFERENCES ISSUE
 
| (Future)
 
| There's a minor issue with unit preferences and which ones it knows about at which times.
 
|
 
 
|-
 
|-
| <div id="Req495">Req495</div>
+
| Req120, OFF DUTY SOLDIER STORES, (Future): Off-duty soldiers don't store their belongings, but they should.
| FISH SEARCH
 
| (Future)
 
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
 
|
 
 
|-
 
|-
| <div id="Req496">Req496</div>
+
| Req121, BACKPACK AND QUIVER USE, Completed: Problem with quivers and backpacks conflicting in dwarf mode especially.
| WORLD MIGRANT LINKS
 
| (Future)
 
| Migrants joining towns on the world map don't get proper entity links.
 
|
 
 
|-
 
|-
| <div id="Req497">Req497</div>
+
| Req122, RESPECT BELT SLOT, Completed: The belt inventory slot is created by pants, but this is only partially respected.
| RIVER STONES FOR ENTITIES
 
| (Future)
 
| Civilizations don't use alluvial deposits properly.
 
|
 
 
|-
 
|-
| <div id="Req498">Req498</div>
+
| Req123, NO RECORD, Completed.
| SAME-SQUARE MOVEMENT
 
| (Future)
 
| There are some adventure mode issues with same-square interactions.
 
|
 
 
|-
 
|-
| <div id="Req499">Req499</div>
+
| Req124, CAVE-IN RAMIFICATIONS, (Future): There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
| BETTER PRESSURE
 
| Completed
 
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
 
|
 
 
|-
 
|-
| <div id="Req500">Req500</div>
+
| Req125, BUILDING DAMAGE AND INVADERS, (Future): Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
| SITE POPULATIONS
 
| (Future)
 
| There are various little issues with site animal populations that need to be cleaned up.
 
|
 
 
|-
 
|-
| <div id="Req501">Req501</div>
+
| Req126, INVADERS AND WELLS, Completed: (Obsolete) Invaders are blocked by wells, but they don't destroy them.
| MINOR WILDERNESS POP ISSUES
 
| (Future)
 
| There are some minor issues with the distributions of local wilderness populations.
 
|
 
 
|-
 
|-
| <div id="Req502">Req502</div>
+
| Req127, CLARIFY DOOR DESIGNATIONS, Completed: The door designations are very confusing right now.
| FROZEN WATER CONTAMINANTS
 
| (Future)
 
| Contaminants for frozen liquids aren't tracked carefully enough.
 
|
 
 
|-
 
|-
| <div id="Req503">Req503</div>
+
| Req128, TRAFFIC JAMS, Completed: The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
| FLIERS/SWIMMERS AND BUILDING TARGETING
 
| (Future)
 
| Creatures with unusual movement types can't target buildings properly.
 
|
 
 
|-
 
|-
| <div id="Req504">Req504</div>
+
| Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
| RUIN PLACEMENT
 
| (Future)
 
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
 
|
 
 
|-
 
|-
| <div id="Req505">Req505</div>
+
| Req130, SOME MORE END GAME STUFF, (Future).
| CAVE-IN DUST
 
| (Future)
 
| Dust flows from cave-ins need to be generated more carefully.
 
|
 
 
|-
 
|-
| <div id="Req506">Req506</div>
+
| Req131, RECEIVING OFFERINGS, (Future): When you get king, you should receive offerings.
| IMPROVED CAVE-IN MECHANICS
 
| (Future)
 
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
 
|
 
 
|-
 
|-
| <div id="Req507">Req507</div>
+
| Req132, ELF CHECK DEFICIENCIES, (Future): Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
| SOIL CAVE-INS
 
| (Future)
 
| Certain rock/ground types shouldn't support anything by themselves.
 
|
 
 
|-
 
|-
| <div id="Req508">Req508</div>
+
| Req133, ELVEN TRADE GOODS, (Future): Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
| WALKING ON BUILDINGS
 
| (Future)
 
| It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
 
|
 
 
|-
 
|-
| <div id="Req509">Req509</div>
+
| Req134, FORTIFICATION OBJECT PROBLEMS, (Future): Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
| CASTRATING ANIMALS
 
| (Future)
 
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
 
|
 
 
|-
 
|-
| <div id="Req510">Req510</div>
+
| Req135, HIDDEN REQUIRED FUN STUFF, (Future).
| FIRES IN CONTAINERS
 
| (Future)
 
| Fires should not be able to burn in sealed containers.
 
|
 
 
|-
 
|-
| <div id="Req511">Req511</div>
+
| Req136, ADVANCED STEALTH, (Future): Stealth should be able to handle people walking right by sometimes. Right now stealth is ineffective even in low-light conditions and there's no notion of sneaking up from behind unless the target is actively engaging somebody else. Sneaking needs to be squared with swimming and flying.
| ARMORED AGAINST JUSTICE
 
| (Future)
 
| People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
 
|
 
 
|-
 
|-
| <div id="Req512">Req512</div>
+
| Req137, ORPHANED BABIES, (Future): Handle orphaned babies less cruelly. At least bring them to a bed and feed them or something. A dwarf could be selected to adopt one.
| PERSONAL HYGIENE
 
| (Future)
 
| Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
 
|
 
 
|-
 
|-
| <div id="Req513">Req513</div>
+
| Req138, ALCHEMY AND HEALING, (Future): Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.
| FOOD PLURALS
 
| (Future)
 
| Food items need plurals (for the description screen for example).
 
|
 
 
|-
 
|-
| <div id="Req514">Req514</div>
+
| Req139, POSSIBLE KO BUG, Completed: Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
| MAP GENERATION BIAS
 
| (Future)
 
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
 
|
 
 
|-
 
|-
| <div id="Req515">Req515</div>
+
| Req140, BETTER JOB CANCELLATION, (Future): If you are a few steps from completing your job and get a little hungry, you should stick it out.
| CONSTRUCTION BUILDING PLACEMENT
 
| (Future)
 
| You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
 
|
 
 
|-
 
|-
| <div id="Req516">Req516</div>
+
| Req141, HANDLE DISCONNECTED COMPONENTS, Completed: Sometimes needs to deal with disconnected caves on loss.
| ELVES TRADING ANIMALS
 
| (Future)
 
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
 
|
 
 
|-
 
|-
| <div id="Req517">Req517</div>
+
| Req142, WEIGHT/INJURY INTERFACE, (Future): It should let you know why you can't stand if you press stand. There are a number of other things like this. Carrying capacity and associated notifications are included here.
| KIDNAP THOUGHT
 
| (Future)
 
| Children should have some kind of thought about being kidnapped.
 
|
 
 
|-
 
|-
| <div id="Req518">Req518</div>
+
| Req143, ADVENTURE WEAR ISSUES, (Future): The wearing things in adventure mode should take time and be interruptable.
| OFFICE WORK
 
| (Future)
 
| Proper office work should require a table by the chair.
 
|
 
 
|-
 
|-
| <div id="Req519">Req519</div>
+
| Req144, NAME ENTRY, Completed: Ability to enter name manually, at least your first name (which is never translated).
| BEAST INTERRUPTIONS
 
| (Future)
 
| Beasts should not constantly interrupt workers that aren't actual under threat.
 
|
 
 
|-
 
|-
| <div id="Req520">Req520</div>
+
| Req145, CHANNEL INTERFACE PROBLEMS, Completed: Sometimes channels can display several times because of the way it links them. This can be changed.
| EASY-TO-SKIP MEETING SCREENS
 
| (Future)
 
| It's too easy to skip passed important meeting screens by pressing space.
 
|
 
 
|-
 
|-
| <div id="Req521">Req521</div>
+
| Req146, PILE ISSUES, (Future): Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
| WATERY RAMPS
 
| (Future)
 
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
 
|
 
 
|-
 
|-
| <div id="Req522">Req522</div>
+
| Req147, BUILD PATH VIOLATION, Completed.
| FLYING UP
 
| (Future)
 
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
 
|
 
 
|-
 
|-
| <div id="Req523">Req523</div>
+
| Req148, EXPANDED DUNGEON AI, (Future): Make townies and dungeon dwellers a bit more interesting in terms of their milling-around behavior. They can adopt some of the behaviors from dwarf mode.
| STREAM WATER FEET
 
| (Future)
 
| Stance points need to get water covers when walking over wet streams.
 
|
 
 
|-
 
|-
| <div id="Req524">Req524</div>
+
| Req149, FINISH ITEM DAMAGE, (Future): Fully implement item wear-and-tear, especially during combat. People throwing tantrums should be able to damage items in their square rather than just throwing them.
| SALT WATER PONDS
 
| (Future)
 
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
 
|
 
 
|-
 
|-
| <div id="Req525">Req525</div>
+
| Req150, SAFE-CAGING ISSUES, Completed: Possible problem with caging dangerous animals.
| MORE RIVERS
+
|}
| (Future)
+
==Reqs 151 - 200==
| Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
+
{| class="wikitable"
|
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Req526">Req526</div>
+
 
| WOOD RAW TOKENS
+
| style="width:100%;" |Req151, LEGENDS SCREEN, Completed.
| (Future)
 
| Wood raws are missing a lot of customizable properties that other materials have.
 
|
 
 
|-
 
|-
| <div id="Req527">Req527</div>
+
| Req152, GRAMMAR PROBLEMS, (Future): There are various grammar problems.
| PROMPT MEETINGS
 
| (Future)
 
| People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
 
|
 
 
|-
 
|-
| <div id="Req528">Req528</div>
+
| Req153, LINE DRAWING, Completed: Basic problem with how line code treats adjacent squares.
| SOME NEW STOCKPILE SETTINGS
 
| (Future)
 
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
 
|
 
 
|-
 
|-
| <div id="Req529">Req529</div>
+
| Req154, PROBLEM WITH SECONDARY SCROLLING, Completed.
| CONSTRUCTION WEAR
 
| (Future)
 
| Constructions don't wear down in the same way that regular smoothed walls do.
 
|
 
 
|-
 
|-
| <div id="Req530">Req530</div>
+
| Req155, NO RECORD, Completed.
| ORE/ALLOY AMOUNT PROBLEMS
 
| (Future)
 
| Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
 
|
 
 
|-
 
|-
| <div id="Req531">Req531</div>
+
| Req156, PROJECTILE UNIT KILL CAUSES, (Future): Flaw with unit projectiles and lava flows. Sometimes it doesn't track the cause of death properly, especially if the unit in flight is already dead.
| IMPROVED WORLD MAP DURING EMBARK
 
| (Future)
 
| The tiles on the world map should be more representative of what's actually there.
 
|
 
 
|-
 
|-
| <div id="Req532">Req532</div>
+
| Req157, PROBLEM WITH DISTANCE CALCULATION, Completed.
| EDGE PROJECTILES
 
| (Future)
 
| Ammunition fired at the edge of the play area shouldn't bounce against it.
 
|
 
 
|-
 
|-
| <div id="Req533">Req533</div>
+
| Req158, THEFT WEIGHT LIMITS, (Future): Fix up theft weight limits. They are currently arbitrary.
| BUILDING CONSTRUCTION INCONSISTENCIES
 
| (Future)
 
| There are some issues about diagonal access and so on with building constructions.
 
|
 
 
|-
 
|-
| <div id="Req534">Req534</div>
+
| Req159, ANIMAL MISCHIEF BROKEN, Completed.
| MINING SIDES
 
| (Future)
 
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
 
|
 
 
|-
 
|-
| <div id="Req535">Req535</div>
+
| Req160, INVENTORY PROBLEMS, Completed.
| WATER CONTAMINANT CONTROLS
 
| (Future)
 
| Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
 
|
 
 
|-
 
|-
| <div id="Req536">Req536</div>
+
| Req161, LEADER TITLES, (Future): Civilization leaders need proper titles.
| MAP BOULDER
 
| (Future)
 
| Should be able to pull up a stone object from boulder tiles.
 
|
 
 
|-
 
|-
| <div id="Req537">Req537</div>
+
| Req162, ENTITY RECIPES, (Future): Civilization initial recipes. This also includes some food management for civs so food items can be created more easily. Requires Req129.
| MASTER RECORD KEEPER
 
| (Future)
 
| Record keepers gain skill too quickly.
 
|
 
 
|-
 
|-
| <div id="Req538">Req538</div>
+
| Req163, NEMESIS SAVE BUG, Completed.
| MORE VEGETATION CONTROL
 
| (Future)
 
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
 
|
 
 
|-
 
|-
| <div id="Req539">Req539</div>
+
| Req164, ITEM DAMAGE ISSUES, (Future): Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
| UNDIGNIFIED DIGGING
 
| (Future)
 
| Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
 
|
 
 
|-
 
|-
| <div id="Req540">Req540</div>
+
| Req165, REFINE POISONING, (Future): Refine unit contamination amounts and levels.
| FULL REACTION CLASSES
 
| (Future)
 
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
 
|
 
 
|-
 
|-
| <div id="Req541">Req541</div>
+
| Req166, REFINE WAGON AI, Completed: Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
| WATERPROOF AXLES
 
| (Future)
 
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
 
|
 
 
|-
 
|-
| <div id="Req542">Req542</div>
+
| Req167, NO RECORD, Completed.
| NOBLE QUEUE ISSUES
 
| (Future)
 
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
 
|
 
 
|-
 
|-
| <div id="Req543">Req543</div>
+
| Req168, ADVENTURER RIDERS, (Future): Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
| MEETING/CONVERSATION/GAME/PARTY LINKS
 
| (Future)
 
| Many social activities in the game should be further organized and consolidated.
 
|
 
 
|-
 
|-
| <div id="Req544">Req544</div>
+
| Req169, RAMP USAGE, Completed.
| WORK ANIMAL ASSIGNMENT
 
| (Future)
 
| There are various issues with work animal assignment. It needs to be updated.
 
|
 
 
|-
 
|-
| <div id="Req545">Req545</div>
+
| Req170, PROBLEM WITH ANIMAL TRAINING AND 3D, Completed.
| LAZY COMMANDERS
 
| (Future)
 
| In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
 
|
 
 
|-
 
|-
| <div id="Req546">Req546</div>
+
| Req171, TARGETING AND MOVEMENT ISSUES, (Future): Some adventure mode melee targeting and movement code issues.
| MORE FARM FAILURE INFORMATION
 
| (Future)
 
| Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
 
|
 
 
|-
 
|-
| <div id="Req547">Req547</div>
+
| Req172, PROBLEM WITH MULTIPLE HUMAN CIVS, (Future): It only checks one human civ per season, so some of the update code can work too slowly.
| AUTOSAVE NAME CONFUSION
 
| (Future)
 
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
 
|
 
 
|-
 
|-
| <div id="Req548">Req548</div>
+
| Req173, CULLING, (Future): Cull things when there are too many. It needs to pick the things that are less likely to be missed.
| IN-GAME INIT OPTION ACCESS
 
| (Future)
 
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
 
|
 
 
|-
 
|-
| <div id="Req549">Req549</div>
+
| Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.
| PERSONALITY VS. PROFESSION
 
| (Future)
 
| Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
 
|
 
 
|-
 
|-
| <div id="Req550">Req550</div>
+
| Req175, TRADE OPTIMIZATION, (Future): Improve trading code.
| CEILING INFORMATION
 
| (Future)
 
| You should be given at least some information about the ceiling above a tile in certain circumstances.
 
|
 
 
|-
 
|-
| <div id="Req551">Req551</div>
+
| Req176, PET TRADE PROBLEM, Completed.
| LOADED AREA IN OCEAN
 
| (Future)
 
| It keeps track of too many Z levels when you swim deep out into the ocean.
 
|
 
 
|-
 
|-
| <div id="Req552">Req552</div>
+
| Req177, KING ENTOURAGE, (Future): Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
| STUCK AND CAN'T DIG
 
| (Future)
 
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
 
|
 
 
|-
 
|-
| <div id="Req553">Req553</div>
+
| Req178, NO RECORD, Completed.
| FLOWS VERSUS TREES
 
| (Future)
 
| Water and magma should be able to flow passed (and burn for magma) trees.
 
|
 
 
|-
 
|-
| <div id="Req554">Req554</div>
+
| Req179, SMALL PET INVENTORY DESCRIPTIONS, (Future): Pet-in-inventory descriptions need to respect the body of the holder.
| WALLS VERSUS MAGMA
 
| (Future)
 
| Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
 
|
 
 
|-
 
|-
| <div id="Req555">Req555</div>
+
| Req180, ENGRAVING LOOK PROBLEMS, (Future): You can see engraving descriptions even if you are off of the facing level.
| MORE EFFECTIVE TRADE AGREEMENTS
 
| (Future)
 
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
 
|
 
 
|-
 
|-
| <div id="Req556">Req556</div>
+
| Req181, MOUNT PROJECTILE ISSUES, (Future): There are potential problems with riders when mount becomes projectile.
| SAVING SOUND OPTIONS
 
| (Future)
 
| You should be able to save sound options back to the init file from the sound options menu.
 
|
 
 
|-
 
|-
| <div id="Req557">Req557</div>
+
| Req182, BUILDING PLACEMENT INTERFACE, Completed: Need to explain why red X appears.
| FROZEN RIVER SOURCES
 
| (Future)
 
| River source squares that are just going to stack water on ice squares shouldn't make water.
 
|
 
 
|-
 
|-
| <div id="Req558">Req558</div>
+
| Req183, LOOK/SHOOT INTERFACE, (Future): Improve look interface code a bit. Let you choose targets in shoot/throw.
| MORE INFORMATION ABOUT ITEMS IN USE
 
| (Future)
 
| Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
 
|
 
 
|-
 
|-
| <div id="Req559">Req559</div>
+
| Req184, FLOORS IN LOOK SENTENCES, Completed: In the look sentence in adventure mode, it could include information about the floor type.
| POST-EMBARK LOAD INDICATOR
 
| (Future)
 
| After getting through the final embark screen, it can leave you hanging for quite a while.
 
|
 
 
|-
 
|-
| <div id="Req560">Req560</div>
+
| Req185, NO RECORD, Completed.
| WORKSHOP PROFILE CHANGE
 
| (Future)
 
| When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
 
|
 
 
|-
 
|-
| <div id="Req561">Req561</div>
+
| Req186, PROPER CIV NEIGHBORS, (Future): Properly display your civilization neighbors in dwarf mode. It can use the surroundings chat system to figure out who they are. This could also change with the caravan and army arc though.
| LOCAL WILDERNESS POPULATION REPLENISHMENT
 
| (Future)
 
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
 
|
 
 
|-
 
|-
| <div id="Req562">Req562</div>
+
| Req187, SEVER EFFECTS, Completed: Inventory like gloves, rings etc. do not respect severs. For now, gloves can fall off when both hands are gone. Whether or not to add left/right gloves later is an open question. It would be realistic, but it would also bog-down dwarf mode. However, being able to mix and match gloves etc. would lead to many interesting situations and possible enhancements.
| ROOMS FOR APPOINTEES
 
| (Future)
 
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
 
|
 
 
|-
 
|-
| <div id="Req563">Req563</div>
+
| Req188, SPEED REFINEMENT, (Future): Differentiate attack and move speed. This has many ramifications and associated difficulties.
| CONSORT POSITION
 
| (Future)
 
| Need to handle the position of consorts in the case that their spouses die.
 
|
 
 
|-
 
|-
| <div id="Req564">Req564</div>
+
| Req189, ARCHER ARMOR START SKILLS, (Future): Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
| MORE CUSTOMIZATION FOR UNITS
 
| (Future)
 
| You can set their type names, but being able to set colors or custom tiles should also be possible.
 
|
 
 
|-
 
|-
| <div id="Req565">Req565</div>
+
| Req190, CREATURE KNOWLEDGE, (Future): Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
| CAGE CLEANING
 
| (Future)
 
| You need to be able to free cages of all the various filth that collects there.
 
|
 
 
|-
 
|-
| <div id="Req566">Req566</div>
+
| Req191, TREE PREFERENCES, (Future): Tree preferences are fairly arbitrary right now.
| SKY AND ICE
 
| (Future)
 
| Need to make ice and sky look different, since there are conflicts at night.
 
|
 
 
|-
 
|-
| <div id="Req567">Req567</div>
+
| Req192, TRANCE BONUSES, (Future): Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
| SMOOTHING AND ENGRAVING SKILLS
 
| (Future)
 
| They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
 
|
 
 
|-
 
|-
| <div id="Req568">Req568</div>
+
| Req193, CHANGE ITEM ACQUISITION, (Future): When people choose inventory items they like, they don't consider dropping what they are already wearing.
| LIMB BLOOD DROPPING
 
| (Future)
 
| Bloody limbs that fly up in the air don't drop blood.
 
|
 
 
|-
 
|-
| <div id="Req569">Req569</div>
+
| Req194, STARTING BELT OBJECTS, (Future): Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
| BETTER TERRAIN ESCAPE
 
| (Future)
 
| There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
 
|
 
 
|-
 
|-
| <div id="Req570">Req570</div>
+
| Req195, ITEM MATERIAL PROBLEM, Completed.
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
 
| (Future)
 
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
 
|
 
 
|-
 
|-
| <div id="Req571">Req571</div>
+
| Req196, DRINK APPRECIATION PROBLEM, (Future): Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
| STANDING IS GOOD
 
| Completed
 
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
 
|
 
 
|-
 
|-
| <div id="Req572">Req572</div>
+
| Req197, BUTCHERY OPTIMIZATION, (Future): The butchery code can be consolidated with some other sections of the program.
| PLEASE FORM A LINE
 
| (Future)
 
| Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
 
|
 
 
|-
 
|-
| <div id="Req573">Req573</div>
+
| Req198, KO VOMIT CHOKE, (Future): If you are knocked out, you should choke if you vomit sometimes.
| BOOZE THE WOUNDED
 
| (Future)
 
| Wounded dwarves should be brought booze in the absence of or even instead of water.
 
|
 
 
|-
 
|-
| <div id="Req574">Req574</div>
+
| Req199, VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION, (Future): There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
| BUILDING MECHANISM LOSS
+
|}
| (Future)
+
==Reqs 201 - 250==
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Req575">Req575</div>
+
 
| UNDERWATER PROJECTILES
+
| style="width:100%;" | Req200, ARCHER ISSUES, (Future): Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
| (Future)
 
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
 
|
 
 
|-
 
|-
| <div id="Req576">Req576</div>
+
| Req201, POTENTIAL PROJECTILE PROBLEM, (Future): No symptoms, just a code-check.
| WANDERING FEATURE POPULATIONS
 
| (Future)
 
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
 
|
 
 
|-
 
|-
| <div id="Req577">Req577</div>
+
| Req202, DRESS/ROBE PROBLEM, Completed: If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
| AMMO PRICES
 
| (Future)
 
| All prices have problems, but improved ammo is especially ridiculous.
 
|
 
 
|-
 
|-
| <div id="Req578">Req578</div>
+
| Req203, PROPER HEALING, (Future): Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
| SAME SQUARE DRINKING
 
| (Future)
 
| If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
 
|
 
 
|-
 
|-
| <div id="Req579">Req579</div>
+
| Req204, MID-TRADE GAME ENDINGS, (Future): If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
| CAGE TRAP CONTROLS
 
| (Future)
 
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
 
|
 
 
|-
 
|-
| <div id="Req580">Req580</div>
+
| Req205, NO RECORD, Completed.
| FLUID TEMPERATURE TRANSFER
 
| (Future)
 
| It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
 
|
 
 
|-
 
|-
| <div id="Req581">Req581</div>
+
| Req206, ITEM WRESTLING, (Future): Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
| CONTAMINANTS WITH CONTAMINANTS
 
| (Future)
 
| It needs to track whether you are covered with salt/filthy water for example.
 
|
 
 
|-
 
|-
| <div id="Req582">Req582</div>
+
| Req207, CONSOLIDATE MISS ANNOUNCEMENTS, (Future): Consolidate repeated miss announcements. A few other announcements could also be collapsed.
| UPWARD DIAGONAL MOVEMENT RATES
 
| (Future)
 
| It only applies a speed modifier to horizontal diagonal movement.
 
|
 
 
|-
 
|-
| <div id="Req583">Req583</div>
+
| Req208, DEAL WITH POTASH VS ASH, Completed.
| REWALLING IN WATER
 
| (Future)
 
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
 
|
 
 
|-
 
|-
| <div id="Req584">Req584</div>
+
| Req209, ENTITY DEF ITEM TYPES, Completed.
| MORE CONTROL OVER ROOMS
 
| (Future)
 
| You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
 
|
 
 
|-
 
|-
| <div id="Req585">Req585</div>
+
| Req210, GROUP SKILLS IN STARTUP, Completed.
| SNOWY WORLD GEN MAP
 
| (Future)
 
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
 
|
 
 
|-
 
|-
| <div id="Req586">Req586</div>
+
| Req211, TOMB STORAGE AND ACCESSIBILITY, (Future): Problem storing inaccessible body in tomb. The job was repeatedly created.
| FORMER ENTITY MEMBER STATUS
 
| (Future)
 
| Former entity members need to have that status tracked more explicitly.
 
|
 
 
|-
 
|-
| <div id="Req587">Req587</div>
+
| Req212, RE-EVALUATE HAUL LOCATIONS, Completed: A dwarf should re-check where an item should be placed when they pick it up, since this could save them a lot of time.
| SUCCESSION
 
| (Future)
 
| New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
 
|
 
 
|-
 
|-
| <div id="Req588">Req588</div>
+
| Req213, BABY SEARCHER PROBLEM, Completed: Thirsty mothers cannot seek lost babies effectively.
| ADVENTURE MODE TOWN BED USE
 
| (Future)
 
| Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
 
|
 
 
|-
 
|-
| <div id="Req589">Req589</div>
+
| Req214, START SCENARIOS, (Future): See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
| CONSORT HANDLING
+
|-
| (Future)
+
| Req215, NEMESIS SAVE BUG, Completed.
| There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
 
|
 
|}
 
 
 
=Bloats=
 
 
 
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
 
 
 
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
! style="width:10%"| Bloat-item
 
! style="width:15%"| Name
 
! style="width:10%"| Status
 
! style="width:50%"| Description
 
! style="width:15%"| Requirements
 
 
|-
 
|-
| <div id="Bloat1">Bloat1</div>
+
| Req216, SOME DISPLAY RATE ISSUES, Completed.
| ITEM GLOSSES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat2">Bloat2</div>
+
| Req217, BUILDING CONSTRUCTION PROBLEM, (Future): Suspend building constructions if item blocking the build site are unreachable.
| MORE ITEM IMPROVEMENTS
 
| (Future)
 
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat3">Bloat3</div>
+
| Req218, MERCHANT ANNOUNCEMENTS, (Future): Notification when merchants are done unloading.
| PLAY
 
| (Future)
 
| Kids should want toys and play with them, adults can use puzzle boxes.
 
|
 
 
|-
 
|-
| <div id="Bloat4">Bloat4</div>
+
| Req219, VERMIN PROBLEM, (Future): Possibly issue when cleaning vermin references.
| HIDDEN FUN STUFF
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat5">Bloat5</div>
+
| Req220, MULTIPLE DEPOTS, (Future): Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
| BURROWS
 
| Completed
 
| (Upgraded) Moved this to a core item.
 
|
 
 
|-
 
|-
| <div id="Bloat6">Bloat6</div>
+
| Req221, HISTORY GENERATION, Completed: Refine the history generator. This includes many issues related to the army arc. Age delineations should be tracked explicitly, and they shouldn't just be set numbers like they are now. As they civilizations spread out, they can make claims on the various regions and fight over them. It should retain the location of major battles for various reasons, even if there isn't a town or cave there.
| BAR COUNTING
 
| (Future)
 
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
 
|
 
 
|-
 
|-
| <div id="Bloat7">Bloat7</div>
+
| Req222, SAVE COIN BATCHES GLOBALLY, Completed.
| RENTAL UNITS
 
| (Future)
 
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 
|
 
 
|-
 
|-
| <div id="Bloat8">Bloat8</div>
+
| Req223, SET RACE MAKER PROPERLY ON ITEMS, Completed.
| RENT SETTING
 
| (Future)
 
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
|
 
 
|-
 
|-
| <div id="Bloat9">Bloat9</div>
+
| Req224, PARRYING AND ITEMS, (Future): Refine parrying chances, based on item type.
| NOBLE RENT TWEAKS
 
| (Future)
 
| Nobles tweaking the rent of places they like so as to obtain them.
 
|
 
 
|-
 
|-
| <div id="Bloat10">Bloat10</div>
+
| Req225, BUILD PATH VIOLATION, Completed.
| WHEELBARROWS
 
| (Future)
 
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
 
|
 
 
|-
 
|-
| <div id="Bloat11">Bloat11</div>
+
| Req226, BUILDING ADMIRATION BUG, (Future): A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
| FOOD HOARDERS BEWARE
 
| (Future)
 
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
 
|
 
 
|-
 
|-
| <div id="Bloat12">Bloat12</div>
+
| Req227, PEAKS AND VOLCANOS, Completed: Record the names of the mountain peaks and their general character. This includes adding volcanos. Volcanos should also be able to exist independent of a large mountain range.
| VERMIN TROUBLE
 
| (Future)
 
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
 
|
 
 
|-
 
|-
| <div id="Bloat13">Bloat13</div>
+
| Req228, ALLOW MULTIPLE SITES IN A SQUARE, Completed.
| HUNTING THE SMALL
 
| (Future)
 
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
 
|
 
 
|-
 
|-
| <div id="Bloat14">Bloat14</div>
+
| Req229, PROBLEM WITH SUBREGION TYPING, Completed.
| HUNTER AI
 
| (Future)
 
| Be smarter about returning kills when interrupted.
 
|
 
 
|-
 
|-
| <div id="Bloat15">Bloat15</div>
+
| Req230, AIMED SHOTS AND BODYPART SIZES, (Future): Should be able to aim at parts, AI should do it too, body parts currently have relative sizes but it should depend on the creature rather than just the part type.
| FILTHY COMBAT EXTENSIONS
 
| (Future)
 
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
 
|
 
 
|-
 
|-
| <div id="Bloat16">Bloat16</div>
+
| Req231, NO RECORD, Completed.
| ADVENTURING IN DWARF MODE
 
| Completed
 
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
 
|
 
 
|-
 
|-
| <div id="Bloat17">Bloat17</div>
+
| Req232, CAVE RIVER ENTITIES, (Future): Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
| UNDERWATER DUNGEONS
 
| (Future)
 
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
 
|
 
 
|-
 
|-
| <div id="Bloat18">Bloat18</div>
+
| Req233, ISSUES WITH ITEM SHARING, Completed: There are some potential problems with shared items that need to be addressed.
| VERMIN AND DISEASE
 
| (Future)
 
| Link vermin to plagues.
 
|
 
 
|-
 
|-
| <div id="Bloat19">Bloat19</div>
+
| Req234, MULTIGRASP WEAPON PROBLEM, (Future): It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
| FLUID WORKSHOPS
 
| (Future)
 
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
 
|
 
 
|-
 
|-
| <div id="Bloat20">Bloat20</div>
+
| Req235, ENTITY ARMOR ISSUES, Completed: For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
| TRAP CONVERSION ISSUES
 
| (Future)
 
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
 
|
 
 
|-
 
|-
| <div id="Bloat21">Bloat21</div>
+
| Req236, ADVENTURE MODE BUILDING INTERACTIONS, (Future): Pickup and topple furniture. Plant seeds in the mud. Use the furnaces. Break windows and knock down supports. Using wells. Use siege engines. Deactivate, dismantle or set off traps. Use animal traps. Use archery targets and get feed back. Lock yourself or others up in cages and chains. Tie creatures up with rope. Interact with impaled players. Lock doors, push doors open briefly so you can see out before they close, secret doors, close doors, slam doors on vermin, lockpicking.
| VARIOUS GHOST IDEAS
 
| (Future)
 
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
 
|
 
 
|-
 
|-
| <div id="Bloat22">Bloat22</div>
+
| Req237, ASKING ABOUT SURROUNDINGS, Completed.
| ART HISTORY
 
| (Future)
 
| Comments on art work, over different periods in the artist's career.
 
|
 
 
|-
 
|-
| <div id="Bloat23">Bloat23</div>
+
| Req238, IMPROVE SMELTING, Completed.
| END GAME EXPANSION
 
| (Future)
 
| Extend adventure opportunities in end game caverns.
 
|
 
 
|-
 
|-
| <div id="Bloat24">Bloat24</div>
+
| Req239, REMOVE STRANGE NOBLE REQUESTS, Completed.
| ADVENTURE MODE TWEAK
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat25">Bloat25</div>
+
| Req240, HAVE CONTENTS CHECKED FOR BAD TRADES, Completed.
| ELVEN FOREST RETREAT
 
| (Future)
 
| Control elf forest retreat. They could be on break all the time.
 
|
 
 
|-
 
|-
| <div id="Bloat26">Bloat26</div>
+
| Req241, PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS, Completed.
| SIDE STORIES
 
| (Future)
 
| Little scenarios and side stories added to caves to make them more interesting.
 
|
 
 
|-
 
|-
| <div id="Bloat27">Bloat27</div>
+
| Req242, HIDE TRAPS FROM ADVENTURER, Completed.
| ABSTRACT KNOWLEDGE SYSTEM
 
| (Future)
 
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
 
|
 
 
|-
 
|-
| <div id="Bloat28">Bloat28</div>
+
| Req243, PROBLEM WITH GRAB-TEARS, Completed.
| GATES
+
|-
| (Future)
+
| Req244, PLACE CREATURES IN LARGE COMPONENTS, Completed.
| Sizeable giant gates that can be opened and closed remotely.
 
|
 
 
|-
 
|-
| <div id="Bloat29">Bloat29</div>
+
| Req245, PROBLEM WITH FULLSCREEN FONTS, Completed.
| MECHANISMS OUTDOORS
 
| (Future)
 
| Allow some of the traps to be placed outside.
 
|
 
 
|-
 
|-
| <div id="Bloat30">Bloat30</div>
+
| Req246, FINISH USING ENTITY ITEMS, Completed.
| AUTOMATE KITCHEN
 
| (Future)
 
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 
|
 
 
|-
 
|-
| <div id="Bloat31">Bloat31</div>
+
| Req247, IMPROVE END GAME, Completed.
| ABUSING DIPLOMATS AND MERCHANTS
 
| (Future)
 
| Various ways to assassinate diplomats and cause trouble.
 
|
 
 
|-
 
|-
| <div id="Bloat32">Bloat32</div>
+
| Req248, IMPROVED CAVE POPULATIONS, Completed.
| WORKSHOP ASSIGNMENT
 
| (Future)
 
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
 
|
 
 
|-
 
|-
| <div id="Bloat33">Bloat33</div>
+
| Req249, ADVENTURE STORE RESTOCKING, (Future): Adventure mode stores need to restock and put scattered items back in place. It might be best to wait for production tracking or even caravans before adding these features. Requires Core3.
| EYE GLASSES
 
| (Future)
 
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
 
|
 
 
|-
 
|-
| <div id="Bloat34">Bloat34</div>
+
| Req250, DEAL WITH HIRING RETIREES, Completed.
| MIRRORS
+
|}
| (Future)
+
==Reqs 251 - 300==
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat35">Bloat35</div>
+
 
| PROSTHETIC LIMBS
+
| style="width:100%;" | Req251, PATH BLOCK MESSAGES, Completed: On a hunt job, path block message was issued repeatedly.
| (Future)
 
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat36">Bloat36</div>
+
| Req252, USE BARRACKS BEDS, (Future): People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
| DICE AND PLAYING CARDS
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat37">Bloat37</div>
+
| Req253, JUSTICE MANDATE NUMBERS, (Future): The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
| COSTUMES
+
|-
| (Future)
+
| Req254, ASSIGN WEAPON PREFS FROM MIL SCREEN, Completed.
|  
 
|  
 
 
|-
 
|-
| <div id="Bloat38">Bloat38</div>
+
| Req255, IMPROVE SQUAD SELECTION, Completed.
| MASKS
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat39">Bloat39</div>
+
| Req256, BUTCHERY ISSUES, (Future): Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
| CLOCKS
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat40">Bloat40</div>
+
| Req257, TYPES OF EATERS, (Future): It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
| BETTER BEDS
 
| (Future)
 
| Can extend the list of available materials, add blankets, pillows, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat41">Bloat41</div>
+
| Req258, STRANGE MOOD HELP, (Future): Artifact builders are difficult to handle sometimes, especially when you don't even know what kind of building they want. It shouldn't be easy, but the frustration level is too high right now.
| MECHANICAL TOYS
 
| (Future)
 
| Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
 
|
 
 
|-
 
|-
| <div id="Bloat42">Bloat42</div>
+
| Req259, PROBLEM WITH SLAYER NAMES, Completed.
| AUTOMATONS
 
| (Future)
 
| Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
 
|
 
 
|-
 
|-
| <div id="Bloat43">Bloat43</div>
+
| Req260, DEGREES OF BARTERING, (Future): Merchants need to tell you the extent to which your offer failed.
| THINGS TO SMOKE
 
| (Future)
 
| Things to smoke, pipes, smoke circle events and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat44">Bloat44</div>
+
| Req261, BARTER CONTAINER PROBLEMS, (Future): In adventure mode, container contents mess up bartering in a number of ways.
| RESCUE OPERATIONS
 
| (Future)
 
| Rescuing kidnap victims using baron-level patrols or adventurers.
 
|
 
 
|-
 
|-
| <div id="Bloat45">Bloat45</div>
+
| Req262, PROBLEMS WITH WATER, Completed: Water currently rots and should be value zero.
| FLASKS
 
| (Future)
 
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
 
|
 
 
|-
 
|-
| <div id="Bloat46">Bloat46</div>
+
| Req263, INAPPROPRIATE CONTAINERS, (Future): Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
| PROPER PREGNANCY
 
| (Future)
 
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
 
|
 
 
|-
 
|-
| <div id="Bloat47">Bloat47</div>
+
| Req264, STOP SPEAKING TO UNINTELLIGENT CREATURES, Completed.
| POND FISHING
 
| (Future)
 
| Cats should fish things out of your ponds.
 
|
 
 
|-
 
|-
| <div id="Bloat48">Bloat48</div>
+
| Req265, RETIREMENT ISSUES, (Future): Shouldn't be able to retire while you are talking or otherwise in the middle of something.
| PERSONALITIES
 
| Completed
 
| Dwarves should be further individualized with the potential to affect most aspects of the game.
 
|
 
 
|-
 
|-
| <div id="Bloat49">Bloat49</div>
+
| Req266, SITE LOOTING, (Future): Should loot roads and expensive items near the front of your old dwarf fortresses and other sites. Once resource tracking is in, it can gives these goods to appropriate groups.
| ARTIFACT GROUPS
 
| (Future)
 
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
 
|
 
 
|-
 
|-
| <div id="Bloat50">Bloat50</div>
+
| Req267, PERSISTENCE OF CORPSE ASSOCIATIONS, Completed.
| RESTRICT ANIMAL TRAINING
 
| (Future)
 
| Decrease the effective age range for training animals.
 
|
 
 
|-
 
|-
| <div id="Bloat51">Bloat51</div>
+
| Req268, ADVENTURE MODE TWEAK, Completed.
| FAMILY TREE INTERFACE
 
| (Future)
 
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat52">Bloat52</div>
+
| Req269, PROBLEM WITH CAVE POPULATIONS BEING IN TOWN, Completed.
| INTERFACE MOVEMENT
 
| (Future)
 
| More ways in the interface to get between different unit/building/item views.
 
|
 
 
|-
 
|-
| <div id="Bloat53">Bloat53</div>
+
| Req270, AUTOSAVE, Completed: We had an autosave feature for a while, but it involves copying a very large folder, so this needs to be tightly controlled if we put it back in.
| MANDATE TEXT
 
| (Future)
 
| Add some flavor text to noble mandates, including punishment descriptions.
 
|
 
 
|-
 
|-
| <div id="Bloat54">Bloat54</div>
+
| Req271, SAND ISSUES, Completed: Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
| BUILDING JOB PRIORITIES
 
| (Future)
 
| Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 
|
 
 
|-
 
|-
| <div id="Bloat55">Bloat55</div>
+
| Req272, CLARIFY COIN QUOTAS, Completed: When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
| SULLIES
 
| Completed
 
| Blood contaminants on units and items from fights and walking through pools, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat56">Bloat56</div>
+
| Req273, STATE OF EMERGENCY, (Future): Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
| EXTEND FELL MOOD
 
| (Future)
 
| Extend fell mood to encompass other victims.
 
|
 
 
|-
 
|-
| <div id="Bloat57">Bloat57</div>
+
| Req274, ABORTING WORLD GENERATION, Completed: Ability to leave history generation in the middle.
| LAVA FURNACES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat58">Bloat58</div>
+
| Req275, KIDNAPPING ISSUES, Completed: Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
| MORE LIVESTOCK
 
| (Future)
 
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
 
|
 
 
|-
 
|-
| <div id="Bloat59">Bloat59</div>
+
| Req276, STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS, Completed.
| MORE HAULING
 
| (Future)
 
| Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
 
|
 
 
|-
 
|-
| <div id="Bloat60">Bloat60</div>
+
| Req277, STRANDED NEMESES, (Future): Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
| KITCHEN STORAGE
 
| (Future)
 
| Allow kitchen to store some barrels, although not sure about this.
 
|
 
 
|-
 
|-
| <div id="Bloat61">Bloat61</div>
+
| Req278, COIN STACKS, Completed: Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
| HIDDEN MACABRE FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat62">Bloat62</div>
+
| Req279, MERCHANT COUNTER-OFFERS, Completed: Merchants need to make counter offers if your offer fails, to make bartering more realistic and less frustrating. If a counter-offer is impossible, it needs to be clear about that.
| WORKSHOP GUILD ASSOCIATIONS
 
| (Future)
 
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 
|
 
 
|-
 
|-
| <div id="Bloat63">Bloat63</div>
+
| Req280, STAIRWAY BLOCKAGE INFORMATION, Completed: Needs to tell you why stairways are blocked when you fail to move.
| COAL BYPRODUCTS
 
| (Future)
 
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
 
|
 
 
|-
 
|-
| <div id="Bloat64">Bloat64</div>
+
| Req281, RESPECT NEMESIS INVENTORIES, Completed.
| PROPER GEM ENVIRONMENTS
 
| Completed
 
| Link gem types with proper substrates as much as possible.
 
|
 
 
|-
 
|-
| <div id="Bloat65">Bloat65</div>
+
| Req282, ERRONEOUS COMBAT MESSAGES, Completed.
| ROCK APPEARANCE
 
| Completed
 
| Make sandstone look better, can extend rock types in general.
 
|
 
 
|-
 
|-
| <div id="Bloat66">Bloat66</div>
+
| Req283, CHANGED SOME END GAME PARAMETERS, Completed.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat67">Bloat67</div>
+
| Req284, CONTAINER PLACEMENT, (Future): Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
| PET AGE INTERFACE
 
| (Future)
 
| Mention pet age in their names or have profiles for them.
 
|
 
 
|-
 
|-
| <div id="Bloat68">Bloat68</div>
+
| Req285, OLD BLOODY WALLS, (Future): Need to handle bloody river walls in dwarf mode.
| SCARY EVIL ARMIES
 
| (Future)
 
| Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
 
|
 
 
|-
 
|-
| <div id="Bloat69">Bloat69</div>
+
| Req286, HUNTER SLEEP PREFS, (Future): Make hunters sleep on the ground only while hunting.
| MORE END GAME
 
| (Future)
 
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
|
 
 
|-
 
|-
| <div id="Bloat70">Bloat70</div>
+
| Req287, SPECIFIC MATERIAL USE, (Future): Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
| ROOM ASSIGNMENT INTERFACE
 
| (Future)
 
| Ability to assign rooms from the unit screen.
 
|
 
 
|-
 
|-
| <div id="Bloat71">Bloat71</div>
+
| Req288, FLOODGATE PLACEMENT ISSUES, (Future): It's very common for people to get blocked off by floodgates while placing them.
| MORE UNIT TYPES
 
| Completed
 
| Add some more distinctions to dwarf unit types.
 
|
 
 
|-
 
|-
| <div id="Bloat72">Bloat72</div>
+
| Req289, MORE CLEANING, (Future): Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
| ELVEN DIPLOMACY
 
| (Future)
 
| Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
 
|
 
 
|-
 
|-
| <div id="Bloat73">Bloat73</div>
+
| Req290, WIELD ISSUES, (Future): It can be confused about which object is wielded, and there are some issues about the primary hand.
| MORE DIPLOMACY
 
| (Future)
 
| Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
 
|
 
 
|-
 
|-
| <div id="Bloat74">Bloat74</div>
+
| Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.
| NO RECORD
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat75">Bloat75</div>
+
| Req292, NO RECORD, Completed.
| MINOR PUNISHMENT
 
| (Future)
 
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
 
|
 
 
|-
 
|-
| <div id="Bloat76">Bloat76</div>
+
| Req293, STORAGE OPTIMIZATION, Completed: The periodic storage checks of items can make things lag, especially if you dig out 3000 stone and just let it sit there. The items can learn that they are not going to be picked up soon and make calls less frequently. Calls can also be smeared out.
| MONSTER FIGHTING SKILLS
 
| (Future)
 
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
 
|
 
 
|-
 
|-
| <div id="Bloat77">Bloat77</div>
+
| Req294, NO SILK ROPE SKILLS, Completed: Does clothesmaking skill go up when silk ropes are made?
| CLAY, MUD, ADOBE STUFF
+
|-
| (Future)
+
| Req295, DROWNING ISSUES, Completed: Although drowning is generally harsh, there was a case of people just swimming around in the river.
| Can use the kiln, have glazes, etc. Bricks.
+
|-
|
+
| Req296, INDOOR PLANT DEATH, Completed: Some indoor bushes would die and disappear quickly.
 
|-
 
|-
| <div id="Bloat78">Bloat78</div>
+
| Req297, INNER DEFENDERS, Completed: The inside defenders need to occasionally go on forays or you can just pick them off at range.
| WAGE AND JOB MANDATES
 
| (Future)
 
| Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
 
|
 
 
|-
 
|-
| <div id="Bloat79">Bloat79</div>
+
| Req298, SLIDING UNDER ENEMIES, (Future): If you move toward an opponent that is one square away from you, you'll end up sliding underneath it sometimes instead of attacking it. Sliding under creatures in town is related.
| BONUSES FOR GOOD JOB
 
| (Future)
 
| Bonus on top of regular wages for doing a good job. This is partially implemented.
 
|
 
 
|-
 
|-
| <div id="Bloat80">Bloat80</div>
+
| Req299, RIVER SITE UPDATE, Completed: If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
| POND WATER USE
 
| Completed
 
| Drink out of ponds if no wells or rivers accessible.
 
|
 
 
|-
 
|-
| <div id="Bloat81">Bloat81</div>
+
| Req300, TREE DISPLAY PROBLEM, (Future): Snow covered leafless deciduous trees aren't white.
| VISIBLE SWIMMERS
+
|}
| Completed
+
==Reqs 301 - 350==
| Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat82">Bloat82</div>
+
 
| EXTEND RANSACKING
+
| style="width:100%;" |Req301, TRAP AVOIDANCE, (Future): Invaders shouldn't fall for traps if they've seen them used.
| (Future)
 
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
 
|
 
 
|-
 
|-
| <div id="Bloat83">Bloat83</div>
+
| Req302, ADVENTURER PROFESSIONS, (Future): Need to be able to tame the lizards you find, wood work, make clothes, whatever.
| PORTERS
 
| (Future)
 
| Nobles can have other people store their possessions, possibly for a wage.
 
|
 
 
|-
 
|-
| <div id="Bloat84">Bloat84</div>
+
| Req303, ENTITY ENEMY LEGEND, (Future): If you become a town's enemy, it needs a legend event for it.
| LEFT/RIGHT SPLIT
 
| Completed
 
| Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
 
|
 
 
|-
 
|-
| <div id="Bloat85">Bloat85</div>
+
| Req304, STRANGE FOOD OWNERSHIP, (Future): Dwarves took food to their rooms and placed it there, and it rotted, rather than eating it or something, this was early game. Related to Req347.
| MORE FOOD PREFS
 
| (Future)
 
| Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen.
 
| [[#Req129|Req129]]
 
 
|-
 
|-
| <div id="Bloat86">Bloat86</div>
+
| Req305, CHEAP BARRELS, (Future): In the start up screen, when you buy booze for 2 points you get a 10 pt barrel thrown in too. It might track what sort of containers are implied by your other purchases.
| UNIT DISTINCTIONS
+
|-
| (Future)
+
| Req306, UNIT NAME ISSUE, (Future): Technical problem with unit name display.
| Distinguish thieves a bit based on quality as they gain skill.
 
|
 
 
|-
 
|-
| <div id="Bloat87">Bloat87</div>
+
| Req307, BLANK TANTRUM MESSAGE, Completed: "(blank) is destroyed by Aliz, craftsdwarf."
| PET ADMIRATION ISSUE
 
| (Future)
 
| Issue/optimization with being satisfied at seeing animals you like.
 
|
 
 
|-
 
|-
| <div id="Bloat88">Bloat88</div>
+
| Req308, FARM FERTILIZER DISPLAY, Completed: Show fertilizer amount for farms where it has happened.
| MORE SLEEP DISTURBANCES
 
| (Future)
 
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
 
|
 
 
|-
 
|-
| <div id="Bloat89">Bloat89</div>
+
| Req309, CHANNEL/AQUEDUCT INTERACTIONS, Completed: Water should go from channels to aqueducts or you should be able to place floodgates on channels.
| EXTREME MOOD MODIFICATION
 
| (Future)
 
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
 
|
 
 
|-
 
|-
| <div id="Bloat90">Bloat90</div>
+
| Req310, ITEM NAME ISSUE, Completed: Technical problem with item name display.
| MUTINY
 
| (Future)
 
| Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
 
|
 
 
|-
 
|-
| <div id="Bloat91">Bloat91</div>
+
| Req311, MELEE TRAINING ISSUE, Completed: Melee training seems to be deadly again.
| HOUSE OF ANIMALS
 
| (Future)
 
| Advocacy from the house of animals noble.
 
|
 
 
|-
 
|-
| <div id="Bloat92">Bloat92</div>
+
| Req312, DOUBLE IMPROVEMENTS, (Future): Artifact was studded with gold and gold.
| BETTER PARTIES
 
| (Future)
 
| Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat93">Bloat93</div>
+
| Req313, ROAD BUILDING, (Future): Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
| AMOROUS RELATIONSHIPS
 
| (Future)
 
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
 
|
 
 
|-
 
|-
| <div id="Bloat94">Bloat94</div>
+
| Req314, LEGEND DISPLAY PROBLEM, (Future): Long history names busted -- it should instead place it on two lines if possible.
| INSTRUMENT USE
 
| (Future)
 
| Instrument use at parties.
 
|
 
 
|-
 
|-
| <div id="Bloat95">Bloat95</div>
+
| Req315, REPEAT ATTACK BUTTON, (Future): Repeat attack button, esp. for specific wrestling.
| GRUDGES
 
| (Future)
 
| Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
 
|
 
 
|-
 
|-
| <div id="Bloat96">Bloat96</div>
+
| Req316, WAIT KEY, Completed: Wait key in adventure mode.
| WAGE ADJUSTMENT
 
| (Future)
 
| Bonuses for dangerous taming jobs.
 
|
 
 
|-
 
|-
| <div id="Bloat97">Bloat97</div>
+
| Req317, CORRECT AGING, (Future): Need creatures to age properly when reloaded, incl. retirees.
| ETCHING
 
| (Future)
 
| Etching on items. Could lead to magical runes type stuff.
 
|
 
 
|-
 
|-
| <div id="Bloat98">Bloat98</div>
+
| Req318, ALCHEMY PILE, (Future): Alchemical pile filled with lye, vials and so on.
| HIDDEN FUN STUFF
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat99">Bloat99</div>
+
| Req319, WAKE UP!, Completed: Adventure mode sleep needs to clear upon being attacked.
| SELF-SERVICE HEALTHCARE
 
| (Future)
 
| Take charge of your own health if nobody comes to help after a while.
 
|
 
 
|-
 
|-
| <div id="Bloat100">Bloat100</div>
+
| Req320, NAMING ISSUE, (Future): There's an issue with some unit names
| TECHNICAL SITE EXTENSIONS
 
| Completed
 
| Some issues with extending dwarf mode to other sites.
 
|
 
 
|-
 
|-
| <div id="Bloat101">Bloat101</div>
+
| Req321, ARCHERY PRACTICE GROUNDING, Completed: While doing archery practice, people that were grounded don't stand up until it's over.
| CAGE OPTIMIZATION
 
| (Future)
 
| Optimize the caging routines.
 
|
 
 
|-
 
|-
| <div id="Bloat102">Bloat102</div>
+
| Req322, COIN BATCH ISSUE, Completed: Potential problems with coin batches for non-currencies. Need to check.
| AMMO FETCHING
 
| (Future)
 
| Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
 
|
 
 
|-
 
|-
| <div id="Bloat103">Bloat103</div>
+
| Req323, BREAK EXPLOIT, (Future): Can draft then undraft to end breaks.
| THIEF AI
 
| (Future)
 
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
 
|
 
 
|-
 
|-
| <div id="Bloat104">Bloat104</div>
+
| Req324, PROACTIVE BEAST ATTACKERS, (Future): The large beasts could afford to be slightly more aggressive.
| CHITIN PROCESSING
 
| (Future)
 
| Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
 
|
 
 
|-
 
|-
| <div id="Bloat105">Bloat105</div>
+
| Req325, PUNGENT BUGS, (Future): Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
| OSTRACISM AND SOCIAL STIGMA
 
| (Future)
 
| Alienation of badly misbehaving dwarves.
 
|
 
 
|-
 
|-
| <div id="Bloat106">Bloat106</div>
+
| Req326, HARDER FISHING, (Future): Fishing is a little too easy, maybe.
| JUSTICE INTERFACE
 
| (Future)
 
| Give more information on the justice screen.
 
|
 
 
|-
 
|-
| <div id="Bloat107">Bloat107</div>
+
| Req327, CORPSE PROCESSING, (Future): Can process corpse to eat etc if you have a sharp object.
| THIEF INFORMATION
 
| (Future)
 
| Give more information about how much thieves have stolen.
 
|
 
 
|-
 
|-
| <div id="Bloat108">Bloat108</div>
+
| Req328, NAMING ISSUE, (Future): Issue with some unit names.
| IMPROVE HISTORY SCREEN
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat109">Bloat109</div>
+
| Req329, STRANGE POPULATION ISSUES, Completed: Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
| DRINK IMPROVEMENTS
 
| (Future)
 
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat110">Bloat110</div>
+
| Req330, CHARGE CHANGE, (Future): Knock-backs without people falling on the ground should be more common in charging.
| CAVE-IN INJURIES
 
| (Future)
 
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
 
|
 
 
|-
 
|-
| <div id="Bloat111">Bloat111</div>
+
| Req331, ATTACK OPPORTUNITY NUMBERS, (Future): It should generate random variations on rolls for each attack for a given turn between each creature, so that a swing at the head one turn is almost impossible, while grabbing the arm could be three times as easy as normal. This will lead to more variety in combat AI, rather than just having the 'best' moves used all the time.
| KNOWLEDGE OF TREES
 
| (Future)
 
| Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
 
|
 
 
|-
 
|-
| <div id="Bloat112">Bloat112</div>
+
| Req332, SHORT JOB NAMES, (Future): In certain contexts, it should display shorter job names. When making glass objects for instance, you can't tell what you are making if you don't have the menus tabbed out.
| IMPROVE CALENDAR
 
| (Future)
 
| Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
 
|
 
 
|-
 
|-
| <div id="Bloat113">Bloat113</div>
+
| Req333, RESPECT CONTAINER CAPACITY ON PICKUP, (Future): Container capacity needs to be respected on pickup as it is with the put command.
| THEFT IMPROVEMENTS
 
| (Future)
 
| Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
 
|
 
 
|-
 
|-
| <div id="Bloat114">Bloat114</div>
+
| Req334, CRASHING ISSUE I, Completed: There is a crash bug related to store assignment of objects after building destruction. I had a town attacked by 100 dragons, and something went wrong.
| THEFT IMPROVEMENTS
 
| (Future)
 
| Make the highest power thieves more daring and interesting.
 
|
 
 
|-
 
|-
| <div id="Bloat115">Bloat115</div>
+
| Req335, INFESTATION FREQUENCIES, Completed: The creatures selected to infest caves don't respect their population frequencies.
| MISSING HIST FIGS
 
| (Future)
 
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
 
|
 
 
|-
 
|-
| <div id="Bloat116">Bloat116</div>
+
| Req336, GOOD/EVIL/SAVAGERY VERMIN CHECKS, (Future): A lot of vermin creation doesn't respect good/evil/savagery of the particular square involved. Undead regions should have undead vermin, but there are some technical issues here.
| ART IMAGERY
 
| (Future)
 
| More varied art imagery, such as buildings and siege engines.
 
|
 
 
|-
 
|-
| <div id="Bloat117">Bloat117</div>
+
| Req337, IN-GAME SNAPSHOTS, Completed: Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
| SIEGE ENGINES
 
| (Future)
 
| Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
 
|
 
 
|-
 
|-
| <div id="Bloat118">Bloat118</div>
+
| Req338, MEMMAP ISSUES, (Future): There are some issues with it showing the green and yellow stair symbols improperly on the memmap. The memmap should also highlight staircases, and the symbols for previously seen creatures are currently overdone.
| INTERFACE MOVEMENT
 
| (Future)
 
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
 
|
 
 
|-
 
|-
| <div id="Bloat119">Bloat119</div>
+
| Req339, MYSTERY WEB, Completed: A web printed off in a hidden area during dwarf mode. It was probably on an unseen river branch since it disappeared during the flood, but it shouldn't have been visible at all.
| CONTAINER CONTENTS PAGING
 
| Completed
 
| Clean up scroll overflows on the item screen.
 
|
 
 
|-
 
|-
| <div id="Bloat120">Bloat120</div>
+
| Req340, FIRE FLOW SLAYER CREDIT, (Future): Creatures don't get credit for killing creatures directly with flows.
| JOB STATS OPTIMIZATION
 
| (Future)
 
| Technical tweak of job completion number storage.
 
|
 
 
|-
 
|-
| <div id="Bloat121">Bloat121</div>
+
| Req341, RIVER LOOPS, Completed: The world map generator doesn't completely loop erase the rivers. At least I think it's done. They always seem to come back.
| CHAR MAP CUSTOMIZATION
 
| Completed
 
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
 
|
 
 
|-
 
|-
| <div id="Bloat122">Bloat122</div>
+
| Req342, FROZEN WATER DISAGREEMENT, Completed: The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
| OWNABLE LIQUIDS
 
| (Future)
 
| Certain liquids should be ownable.
 
|
 
 
|-
 
|-
| <div id="Bloat123">Bloat123</div>
+
| Req343, CORNER DOOR DETAILING, Completed: A room corner caught between two doors should detail immediately, not later when the dungeon is converted or other detailing occurs, or else it shouldn't detail at all.
| SIBLING MIGRANT ISSUE
 
| (Future)
 
| Sibling migrants don't track relationships properly.
 
|
 
 
|-
 
|-
| <div id="Bloat124">Bloat124</div>
+
| Req344, TOWN ANIMALS UNDER THREAT, (Future): Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
| SMALL MIGRANTS
 
| (Future)
 
| Allow migrants to bring babies and the small pocket pets.
 
|
 
 
|-
 
|-
| <div id="Bloat125">Bloat125</div>
+
| Req345, REST/SLEEP CONFLICT, Completed: When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
| VERMIN OFFERING RESOLUTION
 
| (Future)
 
| Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
 
|
 
 
|-
 
|-
| <div id="Bloat126">Bloat126</div>
+
| Req346, PROJECTILES FALLING THROUGH FLOORS, Completed: Corpse pieces have occasionally been observed falling through the floor.
| HIDDEN FUN STUFF
+
|-
| Completed
+
| Req347, ERRONEOUS FOOD OWNERSHIP, (Future): If you remove a chair somebody is planning on eating in, they cancel their eat job but retain ownership of the food. Then they store it in their room, where it rots and smells, rather than eating it later. Related to Req304.
|  
 
|  
 
 
|-
 
|-
| <div id="Bloat127">Bloat127</div>
+
| Req348, SURROUNDING CHAT BIOME VERIFICATION, (Future): When discussing which creatures roam a region, it doesn't do biome verification, so it could refer to creatures that aren't actually found in the region.
| HEALING CODE TWEAK
 
| (Future)
 
| There's a small issue with healing that might slow the mending of breaks slightly.
 
|
 
 
|-
 
|-
| <div id="Bloat128">Bloat128</div>
+
| Req349, PATH FIND ALTERATIONS, (Future): Right now, people go to the ground a lot when dealing with path find problems. If it isn't urgent, they should wait a bit but retain their paths. However, it's also important not to create traffic jams or lags.
| DREAMS
 
| (Future)
 
| Use the current dream code to make it track random dreams, could do premonitions with this.
 
|
 
 
|-
 
|-
| <div id="Bloat129">Bloat129</div>
+
| Req350, CRASH ISSUE ON BODY PART VIEW, Completed: During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
| INVENTORY SHUFFLING
+
|}
| (Future)
+
==Reqs 351 - 400==
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat130">Bloat130</div>
+
 
| OPTIMIZATION FOR INVASIONS
+
| style="width:100%;" |Req351, PET INFO CRASH, Completed: There was a crash related to null pet and owner pointers inside some pet info.
| (Future)
 
| Speed optimization for invasion code.
 
|
 
 
|-
 
|-
| <div id="Bloat131">Bloat131</div>
+
| Req352, TEMPERATURE FLOW SLAYERS, (Future): Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
| INVASION HISTORIES
 
| (Future)
 
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
 
|
 
 
|-
 
|-
| <div id="Bloat132">Bloat132</div>
+
| Req353, PROJECTILES AND FLOWS, (Future): Some projectiles survive environmental effects unaffected.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat133">Bloat133</div>
+
| Req354, DIAGONAL FLOW PATHS, (Future): Diagonal-tending dragonfire has a tendency to wrap backward.
| PHILOSOPHER ADVOCACY
 
| (Future)
 
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
 
|
 
 
|-
 
|-
| <div id="Bloat134">Bloat134</div>
+
| Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.
| WIZARD STUFF
 
| (Future)
 
| This bloat was just to remind me about books and all kinds of magic stuff arc.
 
|
 
 
|-
 
|-
| <div id="Bloat135">Bloat135</div>
+
| Req356, GRASS-TREE BURN SPEEDS, (Future): Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
| WRESTLING
+
|-
| (Future)
+
| Req357, FIRE AND TEMPERATURE, (Future): In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
 
|
 
 
|-
 
|-
| <div id="Bloat136">Bloat136</div>
+
| Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.
| WRESTLING
 
| (Future)
 
| Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
 
|
 
 
|-
 
|-
| <div id="Bloat137">Bloat137</div>
+
| Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
| WRESTLING
 
| (Future)
 
| Technical issue with stuck-ins and freedom of movement.
 
|
 
 
|-
 
|-
| <div id="Bloat138">Bloat138</div>
+
| Req360, TEMPERATURE AND ROTTING, (Future): The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
| WRESTLING
 
| (Future)
 
| Handle grab-tear shaking and further poison injection.
 
|
 
 
|-
 
|-
| <div id="Bloat139">Bloat139</div>
+
| Req361, CORE TEMPERATURE VS EXTREMITIES, (Future): Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
| WRESTLING
 
| (Future)
 
| Incidental item/item, item/bp tangle-ups.
 
|
 
 
|-
 
|-
| <div id="Bloat140">Bloat140</div>
+
| Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future): The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
| SPECIFIC WRESTLING INTERFACE
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat141">Bloat141</div>
+
| Req363, VERMIN AND TEMPERATURE, (Future): Vermin are currently unaffected by temperature and flows.
| WRESTLING MOVES AND MORE INTERFACE
 
| (Future)
 
| Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
 
|
 
 
|-
 
|-
| <div id="Bloat142">Bloat142</div>
+
| Req364, VENOM... BARRELS?, (Future): Traders bring venom in barrels instead of vials. This might be excessive.
| AND MORE WRESTLING
 
| (Future)
 
| Reversing wrestling holds.
 
|
 
 
|-
 
|-
| <div id="Bloat143">Bloat143</div>
+
| Req365, AGGRESSIVE SAPLING GROWTH, (Future): Saplings seem to show up all over the place, including under lava or water. Might be handled.
| PUNISHMENT
 
| (Future)
 
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
 
|
 
 
|-
 
|-
| <div id="Bloat144">Bloat144</div>
+
| Req366, DISTANT OFFICERS, (Future): It will often select the worst possible officer for a case. It should consider distance issues, for example.
| DISEASE AND INFECTION
 
| (Future)
 
| Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
 
|
 
 
|-
 
|-
| <div id="Bloat145">Bloat145</div>
+
| Req367, LOST FOOD, (Future): The eat job sometimes loses control over the munchy's location.
| RUST
 
| (Future)
 
| Rust and verdigris and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat146">Bloat146</div>
+
| Req368, THE WELL BUCKET AND MAGMA, (Future): The well bucket is not affected by local temperatures as it should be when it descends.
| HUMAN TOWN MODE
 
| (Future)
 
| Control human town. See future dev.
 
|
 
 
|-
 
|-
| <div id="Bloat147">Bloat147</div>
+
| Req369, MISSING UNIFORM, (Future): When resetting clothing for temperature conditions, it can destroy guard uniforms.
| WIZARD MODE
 
| (Future)
 
| Control wizard from tower, etc. See future dev.
 
|
 
 
|-
 
|-
| <div id="Bloat148">Bloat148</div>
+
| Req370, EATING IN STRANGE ROOMS, (Future): The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
| EARLY GAME
 
| (Future)
 
| Start games in Age of Myth. See future dev.
 
|
 
 
|-
 
|-
| <div id="Bloat149">Bloat149</div>
+
| Req371, AXE USE DEACTIVATED, (Future): Deactivating squads can do strange things to axe use preference.
| LATE GAME
 
| (Future)
 
| Run games passed the Golden Age into more mundane times. See future dev.
 
|
 
 
|-
 
|-
| <div id="Bloat150">Bloat150</div>
+
| Req372, TANTRUM EXHAUSTION, (Future): Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
| WORLD CUSTOMIZATION
 
| (Future)
 
| Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
 
|
 
 
|-
 
|-
| <div id="Bloat151">Bloat151</div>
+
| Req373, RAMP WALLS, Completed: There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat152">Bloat152</div>
+
| Req374, PET CAP, (Future): Evaluate alternatives to the 50 per type animal cap.
| FIGURINE SHAPES
 
| (Future)
 
| Shapes for figurines.
 
|
 
 
|-
 
|-
| <div id="Bloat153">Bloat153</div>
+
| Req375, OTHER CAVES, (Future): Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
| MORE UNIT SCREENS
 
| (Future)
 
| Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat154">Bloat154</div>
+
| Req376, ADV MODE LIGHTING PROBLEMS, (Future): There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
| ACTIVATE SOLDIERS FROM MAIN SCREEN
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat155">Bloat155</div>
+
| Req377, AMAZING VERMIN ENTRY, (Future): Eater vermin from map features can get into things that are impossible to get into.
| MERCHANT FOOD PRICES
 
| (Future)
 
| Expand merchant price tweaks to cover foods.
 
|
 
 
|-
 
|-
| <div id="Bloat156">Bloat156</div>
+
| Req378, LACK OF FLUID MIXING IN CONTAINERS, (Future): It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
| SIEGE ENGINE IMPROVEMENT
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat157">Bloat157</div>
+
| Req379, TRAILS AND ROADS, (Future): There should be trails and roads all over the place in civilized areas.
| EXCISE SOME OLD PLOT STUFF
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat158">Bloat158</div>
+
| Req380, AREA DIFFICULTIES, (Future): There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
| COIN IMAGES
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat159">Bloat159</div>
+
| Req381, MOOD WORKSHOP, (Future): There should be additional indicators of which workshop has been taken over by a mood dwarf.
| CHANGE SNEAK SKILL
 
| (Future)
 
| Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
 
|
 
 
|-
 
|-
| <div id="Bloat160">Bloat160</div>
+
| Req382, OFFER CONFIRMATION, (Future): A confirmation might be helpful for making offerings in the depot.
| KILL VERMIN
 
| (Future)
 
| Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
 
|
 
 
|-
 
|-
| <div id="Bloat161">Bloat161</div>
+
| Req383, RAW FISH NAME, (Future): Raw fish might need to be renamed for clarity
| MORE PLAYER ABUSE
 
| (Future)
 
| Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
 
|
 
 
|-
 
|-
| <div id="Bloat162">Bloat162</div>
+
| Req384, BUILDING JOB CHECKS, (Future): Need to look into how often buildings do job checks and when they reset their counters.
| POWDER THROWS
 
| (Future)
 
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
 
|
 
 
|-
 
|-
| <div id="Bloat163">Bloat163</div>
+
| Req385, HAUL JOB OVERRIDES, (Future): Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
| COLLECTOR QUESTS
 
| (Future)
 
| Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
 
|
 
 
|-
 
|-
| <div id="Bloat164">Bloat164</div>
+
| Req386, PERSISTENT CURSOR POSITION, (Future): There are some mode changes in dwarf mode where the cursor position should persist.
| ITEM PLACEMENT
 
| (Future)
 
| Items should be placed in dwarf mode ponds sometimes after game.
 
|
 
 
|-
 
|-
| <div id="Bloat165">Bloat165</div>
+
| Req387, TOTAL PROFESSION NUMBERS, (Future): There should be a way to view the total numbers enabled for each labor list item.
| WALL HANGINGS AND RUGS
+
|-
| (Future)
+
| Req388, ROOM QUALITY DISPLAY, (Future): There should be an easier way to view the quality of a room.
| Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items.
 
| [[#Core43|Core43]]
 
 
|-
 
|-
| <div id="Bloat166">Bloat166</div>
+
| Req389, PERSONAL ROOM TRAFFIC, (Future): Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
| BATHS
 
| (Future)
 
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
 
|
 
 
|-
 
|-
| <div id="Bloat167">Bloat167</div>
+
| Req390, JOB INFORMATION, (Future): You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
| ANIMAL PREFS AND DEATH
 
| (Future)
 
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
 
|
 
 
|-
 
|-
| <div id="Bloat168">Bloat168</div>
+
| Req391, WOUNDED BABY CARE, (Future): Mothers don't care if their babies are wounded, even if they are being carried at the time.
| PET EATERS
 
| (Future)
 
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
 
|
 
 
|-
 
|-
| <div id="Bloat169">Bloat169</div>
+
| Req392, HAULING ORDERS, (Future): More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
| INSIDE WILDLIFE
 
| Completed
 
| Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
 
|
 
 
|-
 
|-
| <div id="Bloat170">Bloat170</div>
+
| Req393, MINING SKILL SETTINGS, (Future): There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
| ROOM CLEANING
 
| (Future)
 
| Cleaning rooms more responsibly, perhaps before sleeping.
 
|
 
 
|-
 
|-
| <div id="Bloat171">Bloat171</div>
+
| Req394, VARIOUS COMPENSATION METHODS, (Future): Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
| ADVENTURER AND TOYS
 
| (Future)
 
| You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
 
|
 
 
|-
 
|-
| <div id="Bloat172">Bloat172</div>
+
| Req395, HOLDING ARTIFACTS, (Future): There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
| DEEP SITES
 
| (Future)
 
| There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
 
|
 
 
|-
 
|-
| <div id="Bloat173">Bloat173</div>
+
| Req396, OBSTACLE HANDLING FOR BUILDERS AND MINERS, (Future): When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
| FINDING BUYERS
 
| (Future)
 
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 
|
 
 
|-
 
|-
| <div id="Bloat174">Bloat174</div>
+
| Req397, ERRONEOUS CAGED UNIT DEATHS, (Future): A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
| NOBLE RANK SYSTEM
 
| Completed
 
| Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
 
|
 
 
|-
 
|-
| <div id="Bloat175">Bloat175</div>
+
| Req398, PLATE/CHAIN LAYERING VS. ARMOR LEVEL, (Future): Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
| CARE PACKAGES
+
|-
| (Future)
+
| Req399, DIRT ROADS ON ICE, (Future): When roads are built over ice, trampled dirt can be created spontaneously.
| Being able to send comforting trinkets and provisions to your armies.
 
|
 
 
|-
 
|-
| <div id="Bloat176">Bloat176</div>
+
| Req400, DYED CLOTH STOCKPILE SEPARATION, (Future): The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
| PHYSICAL FEATURES
+
|}
| (Future)
+
==Reqs 401 - 450==
| Various superfluous physical features for dwarves and others.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat177">Bloat177</div>
+
 
| PRISON REFORM
+
| style="width:100%;" |Req401, PREMATURE TRADE SCREEN EXITS, (Future): It's easy to skip out of the trade agreement screens without knowing what happened.
| (Future)
 
| If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
 
|
 
 
|-
 
|-
| <div id="Bloat178">Bloat178</div>
+
| Req402, SAVE TO MAIN MENU TRANSITION, (Future): Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
| MINING TWEAK
 
| Completed
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat179">Bloat179</div>
+
| Req403, DAMBLOCK OPTS, (Future): There are some optimizations that can be made to the damage blocking calculations.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat180">Bloat180</div>
+
| Req404, STILL BARRELS, (Future): If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat181">Bloat181</div>
+
| Req405, VERMIN TRACKING, (Future): There are some problems with the accounting of vermin populations.
| ABANDONMENT ISSUE
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat182">Bloat182</div>
+
| Req406, PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU, (Future): Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
| CAVE CLAIMING
 
| (Future)
 
| Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
 
|
 
 
|-
 
|-
| <div id="Bloat183">Bloat183</div>
+
| Req407, RECLAIM STACKS, (Future): On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
| CHILD NAMING
 
| (Future)
 
| Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
 
|
 
 
|-
 
|-
| <div id="Bloat184">Bloat184</div>
+
| Req408, DOMESTICATION AND ENTITY DEFS, (Future): The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
| NO RECORD
+
|-
| Completed
+
| Req409, BAG RESERVES, (Future): The ability to reserve bags for uses other than seed storage would be useful.
|  
 
|  
 
 
|-
 
|-
| <div id="Bloat185">Bloat185</div>
+
| Req410, KITCHEN ISSUES, (Future): It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
| LIBRARIES
 
| (Future)
 
| Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
 
|
 
 
|-
 
|-
| <div id="Bloat186">Bloat186</div>
+
| Req411, ZOOMING AROUND, (Future): It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat187">Bloat187</div>
+
| Req412, DROWSINESS VS. KNOCKOUTS, (Future): Dwarves can having drowsiness problems if they are KO'd for long periods of time.
| WRITING AND GRAPHICS
 
| (Future)
 
| If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
 
|
 
 
|-
 
|-
| <div id="Bloat188">Bloat188</div>
+
| Req413, PAIRED ITEMS ON ARMOR STANDS, (Future): Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
| KEYS
 
| (Future)
 
| Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc.
 
| [[#Core42|Core42]]
 
 
|-
 
|-
| <div id="Bloat189">Bloat189</div>
+
| Req414, EQUIPMENT STORAGE, (Future): Need to salvage some armor stand/weapon rack storage code for use by soldiers.
| INTERNAL AREAS
 
| (Future)
 
| Internal mushroom jungles and lost whatevers and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat190">Bloat190</div>
+
| Req415, SCHEDULING ISSUES, (Future): There are some minor adventure mode town schedule issues that need addressing.
| UNDERGROUND LAKES
 
| Completed
 
| Large underground lakes, can build platforms on them, and the platforms can support further buildings.
 
|
 
 
|-
 
|-
| <div id="Bloat191">Bloat191</div>
+
| Req416, PAIRED IMPROVEMENTS, (Future): For the most part, improvements on pregenerated paired items should be made identical.
| SNAKES AND WORMS
 
| (Future)
 
| There are some complications from these creatures since they should always be on the ground and need to start that way.
 
|
 
 
|-
 
|-
| <div id="Bloat192">Bloat192</div>
+
| Req417, "WATER"SKINS?, (Future): Military dwarves should be apt to carry booze instead of water.
| LYING AND BEING PUNISHED
 
| (Future)
 
| You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
 
|
 
 
|-
 
|-
| <div id="Bloat193">Bloat193</div>
+
| Req418, WEIGHT AND VALUE PROBLEMS, (Future): There are a lot of inconsistencies with weight and value numbers in the raws.
| DEMOGRAPHICS ISSUES 1
 
| (Future)
 
| If a town runs out of women, they could seek more.
 
|
 
 
|-
 
|-
| <div id="Bloat194">Bloat194</div>
+
| Req419, PRICE SETTER STORAGE, (Future): Technical issue with price setter storage.
| DEMOGRAPHICS ISSUES 2
+
|-
| (Future)
+
| Req420, DRINK JOB CONNECTION CHECKS, (Future): Some drink jobs don't check connectivity correctly.
| If there are too many men in town, they could start more wars.
 
|
 
 
|-
 
|-
| <div id="Bloat195">Bloat195</div>
+
| Req421, BUILDING NAMES, (Future): Custom names for buildings. For stockpiles they can be inherited by containers.
| ADVENTURER MOUNTS
 
| (Future)
 
| Should be able to acquire mounts and beasts of burden.
 
|
 
 
|-
 
|-
| <div id="Bloat196">Bloat196</div>
+
| Req422, ROCKY ROAD, (Future): Road building can be annoying on rocky maps.
| VILLAGE STORIES
 
| (Future)
 
| Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
 
|
 
 
|-
 
|-
| <div id="Bloat197">Bloat197</div>
+
| Req423, WEALTH OVERCOUNTS, (Future): Held/worn items are counted too much toward fortress wealth.
| MINIMAP ISSUES
 
| (Future)
 
| Center X on minimap and make sure it flickers properly.
 
|
 
 
|-
 
|-
| <div id="Bloat198">Bloat198</div>
+
| Req424, PLANTING CANCELLATIONS, (Future): Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
| SITE SPRAWL
 
| (Future)
 
| The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
 
|
 
 
|-
 
|-
| <div id="Bloat199">Bloat199</div>
+
| Req425, DWARVEN WAGONS, Completed: Dwarves have wagons, so they should use them to trade.
| MINING/CUTTING ANNOUNCEMENTS
 
| (Future)
 
| It could announce when current reachable wood-cutting and mining jobs are done.
 
|
 
 
|-
 
|-
| <div id="Bloat200">Bloat200</div>
+
| Req426, WATERFALL EDGES, (Future): Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
| PERSISTENT CONVERSATIONS
 
| (Future)
 
| Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
 
|
 
 
|-
 
|-
| <div id="Bloat201">Bloat201</div>
+
| Req427, ELITE SOLDIER SETTINGS, (Future): You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
| CONVERSATION UTTERANCE BUILDERS
 
| (Future)
 
| When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
 
|
 
 
|-
 
|-
| <div id="Bloat202">Bloat202</div>
+
| Req428, TASK PRIORITIES, (Future): It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
| CONVERSATION PLEASANTRIES
 
| (Future)
 
| Have random pleasantries with random responses.
 
|
 
 
|-
 
|-
| <div id="Bloat203">Bloat203</div>
+
| Req429, FARM SETTINGS LOST, (Future): It can destroy preset crop selections for future seasons when there's a problem with the current season.
| SPECIFIC QUERIES
 
| (Future)
 
| Can ask about any entity, site, creature etc that is known to you.
 
|
 
 
|-
 
|-
| <div id="Bloat204">Bloat204</div>
+
| Req430, JOB POSSIBILITIES DISPLAYED, (Future): When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
| STORE QUERIES
 
| (Future)
 
| Can ask about stores, people can direct you, even to another town.
 
|
 
 
|-
 
|-
| <div id="Bloat205">Bloat205</div>
+
| Req431, EQUIPMENT CLEANING, (Future): You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
| UNIT KNOWLEDGE
 
| (Future)
 
| Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
 
|
 
 
|-
 
|-
| <div id="Bloat206">Bloat206</div>
+
| Req432, SETUP SCREEN CHANGES, (Future): Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
| DWARF/ELF COMMUNITIES
 
| (Future)
 
| Add meaningful things to the dwarf/elf communities.
 
|
 
 
|-
 
|-
| <div id="Bloat207">Bloat207</div>
+
| Req433, FLOATING, (Future): Objects with proper densities should float in liquids. This should also apply to swimming creatures.
| SLOW ESCALATION TO VIOLENCE
 
| (Future)
 
| Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
 
|
 
 
|-
 
|-
| <div id="Bloat208">Bloat208</div>
+
| Req434, MESSAGE CONTROL, (Future): All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
| VEGETATION ISSUES
 
| (Future)
 
| More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
 
|
 
 
|-
 
|-
| <div id="Bloat209">Bloat209</div>
+
| Req435, SETTINGS FOR BASIC JOBS, (Future): There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
| REGION FACTS
 
| (Future)
 
| Regions can have legend facts, like what dwells there. Only show discovered populations.
 
|
 
 
|-
 
|-
| <div id="Bloat210">Bloat210</div>
+
| Req436, EQUIPMENT DISPOSAL, (Future): There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
| STORE NAMES
 
| (Future)
 
| The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
 
|
 
 
|-
 
|-
| <div id="Bloat211">Bloat211</div>
+
| Req437, ASHERY SKILLS, (Future): Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
| RELATIONSHIP OPTIMIZATION
 
| Completed
 
| There's a technical optimization tagged in the code for how they store relationships.
 
|
 
 
|-
 
|-
| <div id="Bloat212">Bloat212</div>
+
| Req438, REFERENCE UPDATE, (Future): Some internal references should be stored differently.
| BOTTLING
 
| (Future)
 
| Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
 
|
 
 
|-
 
|-
| <div id="Bloat213">Bloat213</div>
+
| Req439, FISHERY AUTOMATION, (Future): The fishery (and other workshops) should have automation features.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat214">Bloat214</div>
+
| Req440, TRAVELER OUTFITS, (Future): Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
| SPRINTING
 
| (Future)
 
| Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
 
|
 
 
|-
 
|-
| <div id="Bloat215">Bloat215</div>
+
| Req441, CHILDREN AND GROWTH, (Future): Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
| COIN ISSUE
 
| Completed
 
| Technical issue with coin batches.
 
|
 
 
|-
 
|-
| <div id="Bloat216">Bloat216</div>
+
| Req442, SHOPKEEPERS AND THEIR INVENTORY, (Future): Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
| FINALIZE ART IMAGES
 
| Completed
 
| Art images should describe historical events, etc., rather than just being an image.
 
|
 
 
|-
 
|-
| <div id="Bloat217">Bloat217</div>
+
| Req443, UNIT-JOB SCREEN IMPROVEMENTS, (Future): The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
| SAVING MAP SEEDS
 
| Completed
 
| Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
 
|
 
 
|-
 
|-
| <div id="Bloat218">Bloat218</div>
+
| Req444, FLEEING SOLDIER AI, (Future): Fleeing soldiers don't cope well with not being able to reach their exit location.
| VEIN MINING OPTION
 
| (Future)
 
| Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
 
|
 
 
|-
 
|-
| <div id="Bloat219">Bloat219</div>
+
| Req445, INJURED HUNTERS, (Future): Injured hunters should not attempt to hunt in general.
| HISTORY GROUPING
 
| (Future)
 
| When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
 
|
 
 
|-
 
|-
| <div id="Bloat220">Bloat220</div>
+
| Req446, COOKING SELECTION ISSUE, (Future): Cooking had an issue where it selected a barrel and the object inside of it.
| AGING ITEMS
 
| (Future)
 
| Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
 
|
 
 
|-
 
|-
| <div id="Bloat221">Bloat221</div>
+
| Req447, PRESERVING VALUABLE STONES, Completed: There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
| ART IMAGE COMPLEXITY AND IMPROVEMENT
 
| (Future)
 
| Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
 
|
 
 
|-
 
|-
| <div id="Bloat222">Bloat222</div>
+
| Req448, INTERRUPTED JOB DURATIONS, (Future): Issue with job durations versus interruptions.
| FRIENDLY FIRE
 
| (Future)
 
| If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
 
|
 
 
|-
 
|-
| <div id="Bloat223">Bloat223</div>
+
| Req449, BARRACKS ASSIGNMENTS, (Future): Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
| WILDERNESS CAUTION
 
| (Future)
 
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
 
|
 
 
|-
 
|-
| <div id="Bloat224">Bloat224</div>
+
| Req450, USEFUL BREAKS, (Future): Dwarves should actively pursue non-work related activities while they are taking breaks.
| STATUE IMPROVEMENTS
+
|}
| (Future)
+
==Reqs 451 - 500==
| Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
+
{| class="wikitable"
|
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 +
|-
 +
 
 +
| style="width:100%;" |Req451, LIAISON AND WORKERS, (Future): You should be able to request specific workers and worker types from your outpost liaison.
 
|-
 
|-
| <div id="Bloat225">Bloat225</div>
+
| Req452, IMPROVE LOCAL MATERIAL TABULATION, (Future): The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
| UNPREPARED FISH ROTTING
 
| (Future)
 
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
 
|
 
 
|-
 
|-
| <div id="Bloat226">Bloat226</div>
+
| Req453, COFFIN OBJECT ISSUES, (Future): Issues with the items in coffins versus building destruction and rotting.
| WEB CHECK
 
| (Future)
 
| Technical issue with webs.
 
|
 
 
|-
 
|-
| <div id="Bloat227">Bloat227</div>
+
| Req454, FOOD SELECTION, (Future): There are some issues with food choice relative to value and distance.
| LEAPING AND PITS
 
| (Future)
 
| Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
 
|
 
 
|-
 
|-
| <div id="Bloat228">Bloat228</div>
+
| Req455, RAMPS ON BOUNDARIES, (Future): Some ramps were omitted on block splits.
| ADVENTURE MODE DREAMS WHILE SLEEPING
 
| (Future)
 
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
 
|
 
 
|-
 
|-
| <div id="Bloat229">Bloat229</div>
+
| Req456, KIDNAP INFO HANDLING, (Future): Kidnapped dwarves need to have more game info removed.
| QUICKLIME
 
| (Future)
 
| Bake limestone in a kiln for it, and implement some uses
 
|
 
 
|-
 
|-
| <div id="Bloat230">Bloat230</div>
+
| Req457, STEAM EFFECTS, (Future): There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
| DWARVEN HUNGER
 
| Completed
 
| Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
 
|
 
 
|-
 
|-
| <div id="Bloat231">Bloat231</div>
+
| Req458, ZOMBIE BODIES, (Future): Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat232">Bloat232</div>
+
| Req459, CAVE-IN COLUMN WEIGHTS, (Future): Cave-in columns need more careful weight calculations.
| SWEAT
 
| (Future)
 
| Linked to exertion, can have a number of effects.
 
|
 
 
|-
 
|-
| <div id="Bloat233">Bloat233</div>
+
| Req460, INITIAL RIVER DISPLAY, (Future): It needs to initialize river flow directions before the rivers are initially displayed.
| ARENAS
+
|-
| (Future)
+
| Req461, FLOWS AND DIRECTIONAL CALCULATIONS, (Future): Certain flow calculations still only run in 4 directions.
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
 
|
 
 
|-
 
|-
| <div id="Bloat234">Bloat234</div>
+
| Req462, CONTAMINANT TEMPERATURE AND MOISTURE, (Future): Contaminants on units and items need to have temperatures so that these objects can be covered with snow or heated oil. Some contaminants also need to have some kind of moisture content so that blood can dry out and stain for example.
| APPROPRIATE ANIMALS FOR CIVS
 
| (Future)
 
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
 
|
 
 
|-
 
|-
| <div id="Bloat235">Bloat235</div>
+
| Req463, FORBIDDEN WARES, (Future): The "good" creatures should be a little less likely to purchase leather or other items made from the bodies of civilized creatures, with various exceptions.
| HALF-BLOCKED SKY
 
| (Future)
 
| "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
 
|
 
 
|-
 
|-
| <div id="Bloat236">Bloat236</div>
+
| Req464, EXCESSIVE BAIT, (Future): Dwarves should not use entire stacks of meat or fish to bait traps.
| MARTIAL LAW
 
| (Future)
 
| Nobles could declare martial law if things get out of hand, which could have various effects.
 
|
 
 
|-
 
|-
| <div id="Bloat237">Bloat237</div>
+
| Req465, METAL BLOCK/BAR WEIGHTS, (Future): Need to watch out for the weight of metal objects versus metal bars.
| EVIL ALCHEMY
 
| (Future)
 
| Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat238">Bloat238</div>
+
| Req466, WRESTLING GRASPS VERSUS OTHER ACTIONS, (Future): It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
| REGIONAL EVIL EXPLANATIONS
 
| (Future)
 
| Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
 
|
 
 
|-
 
|-
| <div id="Bloat239">Bloat239</div>
+
| Req467, UNDEAD HEALING, (Future): Undead and construct-type creatures tend to heal when they shouldn't.
| REGION HISTORIES
 
| (Future)
 
| There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
 
|
 
 
|-
 
|-
| <div id="Bloat240">Bloat240</div>
+
| Req468, EXTRACT MATERIALS, (Future): The extract system needs to be overhauled to support more robust material definitions and more potential extracts from a given creature or plant.
| Z VEINS
 
| Completed
 
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 
|
 
 
|-
 
|-
| <div id="Bloat241">Bloat241</div>
+
| Req469, HUMAN MIGRANT ISSUES, (Future): In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
| CREATURE ANTICS
 
| (Future)
 
| Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
 
|
 
 
|-
 
|-
| <div id="Bloat242">Bloat242</div>
+
| Req470, UNDEAD POPULATIONS, (Future): Undead populations aren't tracked properly.
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
 
| (Future)
 
| The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
 
|
 
 
|-
 
|-
| <div id="Bloat243">Bloat243</div>
+
| Req471, ASKING DIRECTIONS, (Future): You should be able to ask directions more robustly in adventure mode. They should be able to give you directions and location descriptions. You should be able to ask about general or specific items or trades, and various other things. Different creatures might have a broader knowledge of more areas depending on various factors.
| CLOTHING VARIATIONS
 
| (Future)
 
| Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
 
|
 
 
|-
 
|-
| <div id="Bloat244">Bloat244</div>
+
| Req472, MIXING LIQUID CONTAMINANTS, (Future): Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
| VOCALIZATIONS
 
| (Future)
 
| Battle yells, random grunts, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat245">Bloat245</div>
+
| Req473, MATERIAL REWRITE, (Future): There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
| IMPROVEMENT OF ENGRAVINGS
 
| (Future)
 
| This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat246">Bloat246</div>
+
| Req474, PATH BUFFER CLEARING, (Future): There's a bit of an optimization that can be done to the periodic path buffer clearing.
| ORGAN RETENTION
 
| (Future)
 
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 
|
 
 
|-
 
|-
| <div id="Bloat247">Bloat247</div>
+
| Req475, SIEGE ENGINES AND THE Z AXIS, (Future): Siege engines need to respect the z axis.
| HERBIVORES AND LIVESTOCK AND SO ON
 
| (Future)
 
| Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
 
|
 
 
|-
 
|-
| <div id="Bloat248">Bloat248</div>
+
| Req476, DEEP OBJECT PLACEMENT ISSUE, (Future): There's an issue with object placement in one of the deep areas.
| TRANSLATION CLEARANCE
 
| Completed
 
| Go through and check languages for tone.
 
|
 
 
|-
 
|-
| <div id="Bloat249">Bloat249</div>
+
| Req477, CONNECTED SITE COMPONENTS, (Future): Sites in areas with large elevation changes need to connect up their components. For instance, a town built into several areas on a cliff might have some stairs carved into the walls to connect the components.
| PROPER BLOOD SUCKING
 
| (Future)
 
| Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
 
|
 
 
|-
 
|-
| <div id="Bloat250">Bloat250</div>
+
| Req478, LOCAL ARMY MOVEMENT, (Future): There are some issue with army movement in adventure mode, especially related to armies you are visiting that would like to move.
| AUTOMATIC MANDATE HANDLING
 
| (Future)
 
| Could add an option to make noble mandates go directly into the work order queue.
 
|
 
 
|-
 
|-
| <div id="Bloat251">Bloat251</div>
+
| Req479, GOBLIN TOWER ISSUES, (Future): There are some issues with swamps, vegetation and subterranean areas in goblin towers.
| USEFUL TREASURER
 
| (Future)
 
| The treasurer could walk around and combine coin stacks.
 
|
 
 
|-
 
|-
| <div id="Bloat252">Bloat252</div>
+
| Req480, DWARVES ON FIRE, (Future): Dwarves should really handle themselves a bit better when they are around fire. They should start by recognizing that it's actually a problem to be on fire.
| ENVIRONMENTAL LEARNING
 
| (Future)
 
| Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
 
|
 
 
|-
 
|-
| <div id="Bloat253">Bloat253</div>
+
| Req481, HATCH OPENING FOR DIAGONAL FLIERS, (Future): It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
| ADVANCED WORK ORDERS
 
| (Future)
 
| Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
 
|
 
 
|-
 
|-
| <div id="Bloat254">Bloat254</div>
+
| Req482, FISH CLEANING IMPROVEMENTS, (Future): You should be able to remove relevant portions (shell/bones) of fish during cleaning.
| GRAB-TEARS II
 
| (Future)
 
| If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
 
|
 
 
|-
 
|-
| <div id="Bloat255">Bloat255</div>
+
| Req483, BLOOD VISIBILITY, (Future): Blood of all types should be visible on whatever color stone it falls on.
| INCIDENTAL HANGINGS
 
| (Future)
 
| If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
 
|
 
 
|-
 
|-
| <div id="Bloat256">Bloat256</div>
+
| Req484, WIND, (Future): Local wind patterns need to be more interesting.
| VEGETATION MELTING/BOILING
 
| (Future)
 
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
 
|
 
 
|-
 
|-
| <div id="Bloat257">Bloat257</div>
+
| Req485, GROUNDED/SWIMMING, (Future): Need to square the commonly-used notion of being on the ground with swimming.
| TANNING
 
| (Future)
 
| Tanning should probably be made more interesting.
 
|
 
 
|-
 
|-
| <div id="Bloat258">Bloat258</div>
+
| Req486, VISION AND SWIMMING, (Future): Need to work out what should be visible when you are swimming, especially if you are breathing up at the surface.
| WATERPROOFING
 
| (Future)
 
| Waterproofing of leather might become an issue
 
|
 
 
|-
 
|-
| <div id="Bloat259">Bloat259</div>
+
| Req487, WATER PRESERVATION, (Future): There are some cases where water is deleted when it might be pushed away to other tiles instead.
| TAWING
 
| (Future)
 
| An interesting alternative to tanning.
 
|
 
 
|-
 
|-
| <div id="Bloat260">Bloat260</div>
+
| Req488, WARM STONE PROBLEM, (Future): There are some rare cases where warm stone next to lava gets its temperature reset.
| CUSTOM ENGRAVINGS
 
| (Future)
 
| People have expressed an interest in engraving custom text and symbols.
 
|
 
 
|-
 
|-
| <div id="Bloat261">Bloat261</div>
+
| Req489, MIGRANT CHILDREN AGES, (Future): The ages of migrant children are not based on the raws.
| LEGEND ERASURE
 
| (Future)
 
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
 
|
 
 
|-
 
|-
| <div id="Bloat262">Bloat262</div>
+
| Req490, MATERIAL DEMANDS AND MANDATES, (Future): Local materials lists for demands aren't compiled properly now.
| MORE THOUGHT INFORMATION
 
| (Future)
 
| Certain thoughts need to store additional information.
 
|
 
 
|-
 
|-
| <div id="Bloat263">Bloat263</div>
+
| Req491, ADVENTURE MODE TRADE SKILLS, (Future): Some of the features from dwarf mode trade can be moved over to adventure mode.
| MASTERPIECE TRADE
+
|-
| (Future)
+
| Req492, MELTED OBJECT SIZE, (Future): When objects change states, their sizes need to be tracked more carefully.
| Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
 
|
 
 
|-
 
|-
| <div id="Bloat264">Bloat264</div>
+
| Req493, MISSING MIGRANT TYPES, (Future): A few professions don't occur as migrant types.
| DYES AND MORDANTS
 
| (Future)
 
| There are all sorts of things that can be done with dyes and mordants.
 
|
 
 
|-
 
|-
| <div id="Bloat265">Bloat265</div>
+
| Req494, INITIALIZING PREFERENCES ISSUE, (Future): There's a minor issue with unit preferences and which ones it knows about at which times.
| WOODEN FURNITURE DISASSEMBLY
 
| (Future)
 
| Ability to take apart wooden furniture.
 
|
 
 
|-
 
|-
| <div id="Bloat266">Bloat266</div>
+
| Req495, FISH SEARCH, (Future): Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
| TALKING ABOUT THE WEATHER
 
| (Future)
 
| Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
 
|
 
 
|-
 
|-
| <div id="Bloat267">Bloat267</div>
+
| Req496, WORLD MIGRANT LINKS, (Future): Migrants joining towns on the world map don't get proper entity links.
| EXTENDED BARTERING
 
| (Future)
 
| Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
 
|
 
 
|-
 
|-
| <div id="Bloat268">Bloat268</div>
+
| Req497, RIVER STONES FOR ENTITIES, (Future): Civilizations don't use alluvial deposits properly.
| SCREENSHOTS
 
| (Future)
 
| Ability to have the game output a screenshot easily.
 
|
 
 
|-
 
|-
| <div id="Bloat269">Bloat269</div>
+
| Req498, SAME-SQUARE MOVEMENT, (Future): There are some adventure mode issues with same-square interactions.
| ALCHEMY
 
| (Future)
 
| Various uses and reactions of chemicals, acids etc.
 
|
 
 
|-
 
|-
| <div id="Bloat270">Bloat270</div>
+
| Req499, BETTER PRESSURE, Completed: Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
| COMBAT LOGS AND EVENTS
 
| (Future)
 
| Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
 
|
 
 
|-
 
|-
| <div id="Bloat271">Bloat271</div>
+
| Req500, SITE POPULATIONS, (Future): There are various little issues with site animal populations that need to be cleaned up.
| DRAGGING PEOPLE AROUND
+
|}
| (Future)
+
==Reqs 501 - 550==
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat272">Bloat272</div>
+
 
| WATER POISONING
+
| style="width:100%;" |Req501, MINOR WILDERNESS POP ISSUES, (Future): There are some minor issues with the distributions of local wilderness populations.
| (Future)
+
|-
| Malicious creatures might attempt to poison or otherwise taint your water supply.
+
| Req502, FROZEN WATER CONTAMINANTS, (Future): Contaminants for frozen liquids aren't tracked carefully enough.
|
 
 
|-
 
|-
| <div id="Bloat273">Bloat273</div>
+
| Req503, FLIERS/SWIMMERS AND BUILDING TARGETING, (Future): Creatures with unusual movement types can't target buildings properly.
| ONE-STEP OPTIONS
 
| (Future)
 
| Ability to set the amount of time advanced by the one-step key.
 
|
 
 
|-
 
|-
| <div id="Bloat274">Bloat274</div>
+
| Req504, RUIN PLACEMENT, (Future): Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
| CUSTOM COLORS
 
| (Future)
 
| Customizable unit and custom profession colors.
 
|
 
 
|-
 
|-
| <div id="Bloat275">Bloat275</div>
+
| Req505, CAVE-IN DUST, (Future): Dust flows from cave-ins need to be generated more carefully.
| REVENGE AND INJURIES
 
| (Future)
 
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 
|
 
 
|-
 
|-
| <div id="Bloat276">Bloat276</div>
+
| Req506, IMPROVED CAVE-IN MECHANICS, (Future): The cave-in framework isn't being used for much. There should be more requirements for supports again.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat277">Bloat277</div>
+
| Req507, SOIL CAVE-INS, (Future): Certain rock/ground types shouldn't support anything by themselves.
| SOUND EVENTS
 
| (Future)
 
| Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
 
|
 
 
|-
 
|-
| <div id="Bloat278">Bloat278</div>
+
| Req508, WALKING ON BUILDINGS, (Future): It seems like you should be able to walk over the top of something like a floodgate on the tile above, but this is quite annoying to handle.
| TRAPS THAT PROPEL THINGS
 
| (Future)
 
| Weapon traps cannot propel units, but giant hammer traps should propel units.
 
|
 
 
|-
 
|-
| <div id="Bloat279">Bloat279</div>
+
| Req509, CASTRATING ANIMALS, (Future): Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
| IMPROVED LEVERS
 
| (Future)
 
| Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
 
|
 
 
|-
 
|-
| <div id="Bloat280">Bloat280</div>
+
| Req510, FIRES IN CONTAINERS, (Future): Fires should not be able to burn in sealed containers.
| ONE-WAY/SECRET DOORS
 
| (Future)
 
| These would be nice but raise path-finding optimization issues.
 
|
 
 
|-
 
|-
| <div id="Bloat281">Bloat281</div>
+
| Req511, ARMORED AGAINST JUSTICE, (Future): People shouldn't be able to throw armor on a dwarf that's about to be hammered. All such items should be removed before the sentence is carried out.
| IMPROVE ANIMAL MANAGEMENT
 
| (Future)
 
| There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
 
|
 
 
|-
 
|-
| <div id="Bloat282">Bloat282</div>
+
| Req512, PERSONAL HYGIENE, (Future): Dwarves get filthy with all manner of foul matter and should clean themselves. Soap might come up. Clothes should also be cleaned. Could have stains.
| MORE MINERAL PROPERTIES
 
| (Future)
 
| The various minerals should have additional properties. These might influence dig speed and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat283">Bloat283</div>
+
| Req513, FOOD PLURALS, (Future): Food items need plurals (for the description screen for example).
| DEBUG OPTIONS
 
| (Future)
 
| Various ways to fiddle with internal settings.
 
|
 
 
|-
 
|-
| <div id="Bloat284">Bloat284</div>
+
| Req514, MAP GENERATION BIAS, (Future): The mid-level square maps never use the bottom right corner if all biome priorities are the same.
| RIVER ROCKS
 
| (Future)
 
| The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
 
|
 
 
|-
 
|-
| <div id="Bloat285">Bloat285</div>
+
| Req515, CONSTRUCTION BUILDING PLACEMENT, (Future): You shouldn't have to place construction squares one by one, and you shouldn't have to wait for constructions to be finished to place further pending constructions.
| CREATURE RANGES
 
| (Future)
 
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
 
|
 
 
|-
 
|-
| <div id="Bloat286">Bloat286</div>
+
| Req516, ELVES TRADING ANIMALS, (Future): Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
| RAIN POOLING
 
| (Future)
 
| Rain should have a chance to collect in certain areas.
 
|
 
 
|-
 
|-
| <div id="Bloat287">Bloat287</div>
+
| Req517, KIDNAP THOUGHT, (Future): Children should have some kind of thought about being kidnapped.
| THIN ICE
 
| (Future)
 
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
 
|
 
 
|-
 
|-
| <div id="Bloat288">Bloat288</div>
+
| Req518, OFFICE WORK, (Future): Proper office work should require a table by the chair.
| DUST STORMS
 
| (Future)
 
| There should be giant dust storms, the Spain-sized ones you can see from a satellite.
 
|
 
 
|-
 
|-
| <div id="Bloat289">Bloat289</div>
+
| Req519, BEAST INTERRUPTIONS, (Future): Beasts should not constantly interrupt workers that aren't actual under threat.
| HUMANS USE HORSES
 
| Completed
 
| Humans should ride horses into battle if they are available.
 
|
 
 
|-
 
|-
| <div id="Bloat290">Bloat290</div>
+
| Req520, EASY-TO-SKIP MEETING SCREENS, (Future): It's too easy to skip passed important meeting screens by pressing space.
| LAKE/SWAMP IMPROVEMENTS I
 
| (Future)
 
| Water lilies rooted to the soil below, duckweed floating in the water
 
|
 
 
|-
 
|-
| <div id="Bloat291">Bloat291</div>
+
| Req521, WATERY RAMPS, (Future): Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
| LAKE/SWAMP IMPROVEMENTS II
 
| (Future)
 
| Mosquitoes and leeches.
 
|
 
 
|-
 
|-
| <div id="Bloat292">Bloat292</div>
+
| Req522, FLYING UP, (Future): In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
| DEEP AND PERSISTENT SNOW
 
| (Future)
 
| Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
 
|
 
 
|-
 
|-
| <div id="Bloat293">Bloat293</div>
+
| Req523, STREAM WATER FEET, (Future): Stance points need to get water covers when walking over wet streams.
| LOCAL ROADS
 
| (Future)
 
| Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
 
|
 
 
|-
 
|-
| <div id="Bloat294">Bloat294</div>
+
| Req524, SALT WATER PONDS, (Future): You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
| CLEANING ADJACENT INACCESSIBLE SQUARES
 
| (Future)
 
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
 
|
 
 
|-
 
|-
| <div id="Bloat295">Bloat295</div>
+
| Req525, MORE RIVERS, (Future): Sometimes vast high-rain areas on the world map aren't drained, which is strange. The water systems could be underground, but there should be some in-game explanation.
| WEAPON TRAP EFFECTS
 
| (Future)
 
| Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
 
|
 
 
|-
 
|-
| <div id="Bloat296">Bloat296</div>
+
| Req526, WOOD RAW TOKENS, (Future): Wood raws are missing a lot of customizable properties that other materials have.
| FINGERLESS GLOVES
 
| (Future)
 
| There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
 
|
 
 
|-
 
|-
| <div id="Bloat297">Bloat297</div>
+
| Req527, PROMPT MEETINGS, (Future): People that have meetings should take care of them promptly. The broker should get to the trade depot when called.
| CONTINUOUS ITEM AMOUNTS
 
| (Future)
 
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
 
|
 
 
|-
 
|-
| <div id="Bloat298">Bloat298</div>
+
| Req528, SOME NEW STOCKPILE SETTINGS, (Future): People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
| IMPERFECT CONSTRUCTIONS
 
| (Future)
 
| You should be able to intentionally build submasterpiece buildings and items.
 
|
 
 
|-
 
|-
| <div id="Bloat299">Bloat299</div>
+
| Req529, CONSTRUCTION WEAR, (Future): Constructions don't wear down in the same way that regular smoothed walls do.
| FLATWORLD
 
| (Future)
 
| For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
 
|
 
 
|-
 
|-
| <div id="Bloat300">Bloat300</div>
+
| Req530, ORE/ALLOY AMOUNT PROBLEMS, (Future): Some of the alloy smelting reaction numbers don't match up with the amount of bar smelting reactions when they meet certain ores.
| ARCHERY TRAINING MATERIALS
 
| (Future)
 
| Standing orders for archery training regarding which material to use.
 
|
 
 
|-
 
|-
| <div id="Bloat301">Bloat301</div>
+
| Req531, IMPROVED WORLD MAP DURING EMBARK, (Future): The tiles on the world map should be more representative of what's actually there.
| BUILDING SQUARE BLOCKAGES
 
| (Future)
 
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 
|
 
 
|-
 
|-
| <div id="Bloat302">Bloat302</div>
+
| Req532, EDGE PROJECTILES, (Future): Ammunition fired at the edge of the play area shouldn't bounce against it.
| CREATURE ART ELEMENTS
 
| (Future)
 
| Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
 
|
 
 
|-
 
|-
| <div id="Bloat303">Bloat303</div>
+
| Req533, BUILDING CONSTRUCTION INCONSISTENCIES, (Future): There are some issues about diagonal access and so on with building constructions.
| NOISE POLLUTION INDICATOR
 
| (Future)
 
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
 
|
 
 
|-
 
|-
| <div id="Bloat304">Bloat304</div>
+
| Req534, MINING SIDES, (Future): Dwarves sometimes go on a long detour to mine a wall from a particular side.
| UNDERGROUND TREE CAPS
 
| (Future)
 
| Evaluate elf tree caps with respect to underground tree farms.
 
|
 
 
|-
 
|-
| <div id="Bloat305">Bloat305</div>
+
| Req535, WATER CONTAMINANT CONTROLS, (Future): Salinity and stagnance markers can spread up into areas they don't particularly belong, especially during adventure mode travel. Water shouldn't drop mud all the time.
| GUILDS
 
| (Future)
 
| Bring guild back more robustly as local and civ-wide organizations.
 
|
 
 
|-
 
|-
| <div id="Bloat306">Bloat306</div>
+
| Req536, MAP BOULDER, (Future): Should be able to pull up a stone object from boulder tiles.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat307">Bloat307</div>
+
| Req537, MASTER RECORD KEEPER, (Future): Record keepers gain skill too quickly.
| DESCRIPTIVE INFO
 
| (Future)
 
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
 
|
 
 
|-
 
|-
| <div id="Bloat308">Bloat308</div>
+
| Req538, MORE VEGETATION CONTROL, (Future): Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
| QUALITY/DAMAGE CUSTOM STOCKPILES
 
| (Future)
 
| Allow stockpiles to specify quality/damage state.
 
|
 
 
|-
 
|-
| <div id="Bloat309">Bloat309</div>
+
| Req539, UNDIGNIFIED DIGGING, (Future): Somebody wanted to dig in the dirt without picks. It's not very dwarven, but I suppose it could be allowed.
| SENSIBLE MIGRANT PROVISIONS
 
| (Future)
 
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
 
|
 
 
|-
 
|-
| <div id="Bloat310">Bloat310</div>
+
| Req540, FULL REACTION CLASSES, (Future): Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
 
| (Future)
 
| Some buildings require rock blocks where metal ones would do.
 
|
 
 
|-
 
|-
| <div id="Bloat311">Bloat311</div>
+
| Req541, WATERPROOF AXLES, (Future): Somebody wanted to stick an axle through a wall without it leaking everywhere.
| UNIT INVENTORY DISPLAY
 
| (Future)
 
| Ability to see inventory somewhere on the unit profile screen.
 
|
 
 
|-
 
|-
| <div id="Bloat312">Bloat312</div>
+
| Req542, NOBLE QUEUE ISSUES, (Future): The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
| MIGRANT CONTROL
+
|-
| (Future)
+
| Req543, MEETING/CONVERSATION/GAME/PARTY LINKS, (Future): Many social activities in the game should be further organized and consolidated.
| Ability to refuse migrant groups with repercussions.
 
|
 
 
|-
 
|-
| <div id="Bloat313">Bloat313</div>
+
| Req544, WORK ANIMAL ASSIGNMENT, (Future): There are various issues with work animal assignment. It needs to be updated.
| STOCKPILE CONSOLIDATION
 
| (Future)
 
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
 
|
 
 
|-
 
|-
| <div id="Bloat314">Bloat314</div>
+
| Req545, LAZY COMMANDERS, (Future): In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
| DESIGNATION SIZE INFO
 
| (Future)
 
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
 
|
 
 
|-
 
|-
| <div id="Bloat315">Bloat315</div>
+
| Req546, MORE FARM FAILURE INFORMATION, (Future): Farms need to explain more carefully what's going on when there's a biome or other conflict with available seeds. If you don't have any farmers, it should let you plant and fail before telling you.
| DESIGNATION SHAPES
 
| (Future)
 
| Option to designate with circles and custom templates.
 
|
 
 
|-
 
|-
| <div id="Bloat316">Bloat316</div>
+
| Req547, AUTOSAVE NAME CONFUSION, (Future): Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
| PIPE SECTIONS
 
| (Future)
 
| Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
 
|
 
 
|-
 
|-
| <div id="Bloat317">Bloat317</div>
+
| Req548, IN-GAME INIT OPTION ACCESS, (Future): You should be able to change any reasonable init option within the game (flows as numbers, etc.).
| PERSISTENT WILDS
 
| (Future)
 
| Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
 
|
 
 
|-
 
|-
| <div id="Bloat318">Bloat318</div>
+
| Req549, PERSONALITY VS. PROFESSION, (Future): Some migrants come with personalities completely unsuited to their line of work. The personalities of dwarves you select for a given profession should matter more.
| VARIOUS GRASSES
 
| (Future)
 
| Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
 
|
 
 
|-
 
|-
| <div id="Bloat319">Bloat319</div>
+
| Req550, CEILING INFORMATION, (Future): You should be given at least some information about the ceiling above a tile in certain circumstances.
| IMPROVED BLOOD TRACKING
+
|}
| (Future)
+
==Reqs 551 - 589==
| It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
+
{| class="wikitable"
|  
+
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat320">Bloat320</div>
+
 
| WORLD-SPANNING FEATURES
+
| style="width:100%;" | Req551, LOADED AREA IN OCEAN, (Future): It keeps track of too many Z levels when you swim deep out into the ocean.
| (Future)
 
| Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
 
|
 
 
|-
 
|-
| <div id="Bloat321">Bloat321</div>
+
| Req552, STUCK AND CAN'T DIG, (Future): Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
| FOOTPRINTS
+
|-
| (Future)
+
| Req553, FLOWS VERSUS TREES, (Future): Water and magma should be able to flow passed (and burn for magma) trees.
| Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
 
|
 
 
|-
 
|-
| <div id="Bloat322">Bloat322</div>
+
| Req554, WALLS VERSUS MAGMA, (Future): Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
| MISCELLANEOUS MATERIAL ACQUISITION
 
| (Future)
 
| Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
 
|
 
 
|-
 
|-
| <div id="Bloat323">Bloat323</div>
+
| Req555, MORE EFFECTIVE TRADE AGREEMENTS, (Future): Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
| WIDER USE OF COLOR DEFINITIONS
 
| (Future)
 
| Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
 
|
 
 
|-
 
|-
| <div id="Bloat324">Bloat324</div>
+
| Req556, SAVING SOUND OPTIONS, (Future): You should be able to save sound options back to the init file from the sound options menu.
| FOSSILS
 
| (Future)
 
| Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
 
|
 
 
|-
 
|-
| <div id="Bloat325">Bloat325</div>
+
| Req557, FROZEN RIVER SOURCES, (Future): River source squares that are just going to stack water on ice squares shouldn't make water.
| ADDITIONAL LIQUID TYPES
 
| (Future)
 
| Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
 
|
 
 
|-
 
|-
| <div id="Bloat326">Bloat326</div>
+
| Req558, MORE INFORMATION ABOUT ITEMS IN USE, (Future): Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
| SKY AND TOPO DISPLAY
 
| (Future)
 
| Add various optional methods for visualizing the 3D stuffs.
 
|
 
 
|-
 
|-
| <div id="Bloat327">Bloat327</div>
+
| Req559, POST-EMBARK LOAD INDICATOR, (Future): After getting through the final embark screen, it can leave you hanging for quite a while.
| VARIOUS RIDING POSITIONS
 
| (Future)
 
| When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
 
|
 
 
|-
 
|-
| <div id="Bloat328">Bloat328</div>
+
| Req560, WORKSHOP PROFILE CHANGE, (Future): When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
| IMPROVED SEASHORES
 
| (Future)
 
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
 
|
 
 
|-
 
|-
| <div id="Bloat329">Bloat329</div>
+
| Req561, LOCAL WILDERNESS POPULATION REPLENISHMENT, (Future): Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
| HIDDEN FUN STUFF
 
| (Future)
 
|
 
|
 
 
|-
 
|-
| <div id="Bloat330">Bloat330</div>
+
| Req562, ROOMS FOR APPOINTEES, (Future): Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
| CLEANSING EVIL AREAS
 
| (Future)
 
| The cleansing of evil areas needs to be put back in after tracking is improved.
 
|
 
 
|-
 
|-
| <div id="Bloat331">Bloat331</div>
+
| Req563, CONSORT POSITION, (Future): Need to handle the position of consorts in the case that their spouses die.
| PRESSURE EQUILIBRIUM
+
|-
| (Future)
+
| Req564, MORE CUSTOMIZATION FOR UNITS, (Future): You can set their type names, but being able to set colors or custom tiles should also be possible.
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
 
|
 
 
|-
 
|-
| <div id="Bloat332">Bloat332</div>
+
| Req565, CAGE CLEANING, (Future): You need to be able to free cages of all the various filth that collects there.
| PATTERN FLYING CRITTERS
 
| (Future)
 
| Put the pattern flying cave feature critters back in.
 
|
 
 
|-
 
|-
| <div id="Bloat333">Bloat333</div>
+
| Req566, SKY AND ICE, (Future): Need to make ice and sky look different, since there are conflicts at night.
| ARMOR CONTAMINATION FROM BLEEDING
 
| (Future)
 
| Requires location specific bleeding information, tied to scarring and infection.
 
|
 
 
|-
 
|-
| <div id="Bloat334">Bloat334</div>
+
| Req567, SMOOTHING AND ENGRAVING SKILLS, (Future): They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
| IMPROVE LIQUID SINK DIRECTION
 
| (Future)
 
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
 
|
 
 
|-
 
|-
| <div id="Bloat335">Bloat335</div>
+
| Req568, LIMB BLOOD DROPPING, (Future): Bloody limbs that fly up in the air don't drop blood.
| IMPROVED FARMING
 
| (Future)
 
| Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
 
|
 
 
|-
 
|-
| <div id="Bloat336">Bloat336</div>
+
| Req569, BETTER TERRAIN ESCAPE, (Future): There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
| ITEM PLACEMENT VERSUS SMALL AREAS
 
| (Future)
 
| Check some issues with the placement of objects versus small isolated areas.
 
|
 
 
|-
 
|-
| <div id="Bloat337">Bloat337</div>
+
| Req570, VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT, (Future): It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
| PEAT
 
| (Future)
 
| Make peat more than just another soil type.
 
|
 
 
|-
 
|-
| <div id="Bloat338">Bloat338</div>
+
| Req571, STANDING IS GOOD, Completed: If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
| MORE OUTDOOR MAP FEATURES
 
| (Future)
 
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
 
|
 
 
|-
 
|-
| <div id="Bloat339">Bloat339</div>
+
| Req572, PLEASE FORM A LINE, (Future): Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
| RIVER OVERFLOWS
 
| (Future)
 
| River overflows and the return of the associated farming techniques.
 
|
 
 
|-
 
|-
| <div id="Bloat340">Bloat340</div>
+
| Req573, BOOZE THE WOUNDED, (Future): Wounded dwarves should be brought booze in the absence of or even instead of water.
| BOULDER REMOVAL
 
| (Future)
 
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
 
|
 
 
|-
 
|-
| <div id="Bloat341">Bloat341</div>
+
| Req574, BUILDING MECHANISM LOSS, (Future): Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
| STUCK-IN CONTAMINANTS
 
| (Future)
 
| Issues with contaminants on item that becomes stuck inside another creature.
 
|
 
 
|-
 
|-
| <div id="Bloat342">Bloat342</div>
+
| Req575, UNDERWATER PROJECTILES, (Future): Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
| MIGRANT HISTORICAL EVENTS
 
| (Future)
 
| Some issues with migrants and associated historical events.
 
|
 
 
|-
 
|-
| <div id="Bloat343">Bloat343</div>
+
| Req576, WANDERING FEATURE POPULATIONS, (Future): Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
| CLIMBING
 
| (Future)
 
| Ability to climb terrain that would be otherwise impassable.
 
|
 
 
|-
 
|-
| <div id="Bloat344">Bloat344</div>
+
| Req577, AMMO PRICES, (Future): All prices have problems, but improved ammo is especially ridiculous.
| RELIGIONS AND CULTS
 
| (Future)
 
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
 
|
 
 
|-
 
|-
| <div id="Bloat345">Bloat345</div>
+
| Req578, SAME SQUARE DRINKING, (Future): If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
| WEB MOVEMENT
 
| (Future)
 
| Creatures that spin large webs should be able to move along the web, even in open space.
 
|
 
 
|-
 
|-
| <div id="Bloat346">Bloat346</div>
+
| Req579, CAGE TRAP CONTROLS, (Future): Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
| SUPER NIGHT SKY
 
| (Future)
 
| Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
 
|
 
 
|-
 
|-
| <div id="Bloat347">Bloat347</div>
+
| Req580, FLUID TEMPERATURE TRANSFER, (Future): It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
| HEREDITY
 
| (Future)
 
| Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
 
|
 
 
|-
 
|-
| <div id="Bloat348">Bloat348</div>
+
| Req581, CONTAMINANTS WITH CONTAMINANTS, (Future): It needs to track whether you are covered with salt/filthy water for example.
| LINGUISTICS
 
| (Future)
 
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
 
|
 
 
|-
 
|-
| <div id="Bloat349">Bloat349</div>
+
| Req582, UPWARD DIAGONAL MOVEMENT RATES, (Future): It only applies a speed modifier to horizontal diagonal movement.
| UNIT NAMES
 
| (Future)
 
| Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
 
|
 
 
|-
 
|-
| <div id="Bloat350">Bloat350</div>
+
| Req583, REWALLING IN WATER, (Future): You should be able to drop some simple constructions down into the water, as long as it's reasonable.
| MORE MECHANISMS
 
| (Future)
 
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
 
|
 
 
|-
 
|-
| <div id="Bloat351">Bloat351</div>
+
| Req584, MORE CONTROL OVER ROOMS, (Future): You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
| UNAWARE OF PROFESSIONS
 
| (Future)
 
| Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
 
|
 
 
|-
 
|-
| <div id="Bloat352">Bloat352</div>
+
| Req585, SNOWY WORLD GEN MAP, (Future): The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
| RIVER/LAKE IMPROVEMENTS
 
| (Future)
 
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
 
|
 
 
|-
 
|-
| <div id="Bloat353">Bloat353</div>
+
| Req586, FORMER ENTITY MEMBER STATUS, (Future): Former entity members need to have that status tracked more explicitly.
| BARRACKS FUNCTION SPLIT
 
| (Future)
 
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
 
|
 
 
|-
 
|-
| <div id="Bloat354">Bloat354</div>
+
| Req587, SUCCESSION, (Future): New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
| SAVE KITCHEN SETTINGS
 
| (Future)
 
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
 
|
 
 
|-
 
|-
| <div id="Bloat355">Bloat355</div>
+
| Req588, ADVENTURE MODE TOWN BED USE, (Future): Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
| TAKING NOTES
 
| Completed
 
| It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
 
|
 
 
|-
 
|-
| <div id="Bloat356">Bloat356</div>
+
| Req589, CONSORT HANDLING, (Future): There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
| IMPROVED FISHING
+
 
| (Future)
+
 
| Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
+
|}
|  
+
 
 +
 
 +
=Power Goals=
 +
 
 +
Power Goals are the ultimate missions for the future.
 +
 
 +
 
 +
{| class="wikitable"
 +
{| border = 0 cellspacing="0" cellpadding="7" -valign="top"
 
|-
 
|-
| <div id="Bloat357">Bloat357</div>
+
| style="width:100%;"| PowerGoal 1, MIGHTY ARMIES, (Future): Mighty one-square armies burning villages or reeducating people to their entity.
| HOLDING BREATH
+
|- valign="top"
| (Future)
+
| PowerGoal 2, DWARVEN ARMIES, (Future): Organize dwarven armies and use them to attack villages and caves on the overland map.
| Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
+
|- valign="top"
|
+
| PowerGoal 3, SIEGE DEFENSE, (Future): Armies torment enemy soldiers from the safety of a castle.
|-
+
|- valign="top"
| <div id="Bloat358">Bloat358</div>
+
| PowerGoal 4, SIEGE PRESSURE, (Future): After a long siege, starving citizens eat the dead and whatever else they might fancy.
| MACROS
+
|- valign="top"
| (Future)
+
| PowerGoal 5, SIEGE POWER, (Future): Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
| You should be able to make keyboard macros to perform complicated repetitive actions.
+
|- valign="top"
|
+
| PowerGoal 6, FIGHT AND DIE IN ELONGATED WARS, (Future): You join up with an army and follow it around.
|-
+
|- valign="top"
| <div id="Bloat359">Bloat359</div>
+
| PowerGoal 7, THE ONE LEFT BEHIND, (Future): You have a conversation with somebody whose parent died in a war.
| UNCONVENTIONAL AMMUNITION
+
|- valign="top"
| (Future)
+
| PowerGoal 8, NEW SOLDIERS, (Future): You conquer a city and take prisoners back to home, pressing them into service.
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
+
|- valign="top"
|
+
| PowerGoal 9, BETTIN' ON FORGETTIN', (Future): You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
|-
+
|- valign="top"
| <div id="Bloat360">Bloat360</div>
+
| PowerGoal 10, HELP US!, (Future): A human or elf civilization pleads for help from your outpost, and you
| OTHER WATER SOURCES
 
| (Future)
 
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
 
|
 
|-
 
| <div id="Bloat361">Bloat361</div>
 
| EMBARK PROFESSION UPDATE
 
| (Future)
 
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
 
|
 
|-
 
| <div id="Bloat362">Bloat362</div>
 
| VERMIN BODIES
 
| (Future)
 
| Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
 
|
 
|-
 
| <div id="Bloat363">Bloat363</div>
 
| FURNITURE FLUX
 
| (Future)
 
| You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
 
|
 
|-
 
| <div id="Bloat364">Bloat364</div>
 
| SITE RECTANGLE INFORMATION
 
| (Future)
 
| Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
 
|
 
|-
 
| <div id="Bloat365">Bloat365</div>
 
| GLACIER/OCEAN INTERFACE
 
| (Future)
 
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
 
|
 
|-
 
| <div id="Bloat366">Bloat366</div>
 
| SMOOTHER ELEVATION CHANGES
 
| (Future)
 
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
 
|
 
|-
 
| <div id="Bloat367">Bloat367</div>
 
| WATER ON BUILDINGS DISPLAY
 
| (Future)
 
| Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
 
|
 
|-
 
| <div id="Bloat368">Bloat368</div>
 
| GENDER-BASED PICTURES
 
| (Future)
 
| You should be able to further specify which graphical tiles are used if you like.
 
|
 
|-
 
| <div id="Bloat369">Bloat369</div>
 
| LEGENDARY SWIM SPEED
 
| (Future)
 
| It could afford to make finer gradations for swim skill passed legendary.
 
|
 
|-
 
| <div id="Bloat370">Bloat370</div>
 
| ITEMS AND GRATES/BARS
 
| (Future)
 
| Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
 
|
 
|-
 
| <div id="Bloat371">Bloat371</div>
 
| SUBORDINATE SITE POPULATIONS
 
| (Future)
 
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
 
|
 
|-
 
| <div id="Bloat372">Bloat372</div>
 
| MORE WITH TRAPS
 
| (Future)
 
| Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
 
|
 
|-
 
| <div id="Bloat373">Bloat373</div>
 
| IMPROVED DRUNKS
 
| (Future)
 
| Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
 
|
 
|-
 
| <div id="Bloat374">Bloat374</div>
 
| CONVERSATION SKILLS IN ADVENTURE MODE
 
| (Future)
 
| With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills
 
  
 
[[Category:Game_development]]
 
[[Category:Game_development]]
{{unversioned}}
 
[[ru:Consolidated_development]]
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Template used on this page:

This page is a member of 1 hidden category: