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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 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.  
  
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==
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|-
 
|-
 
|  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|Core22]] and [[#Core58|Core58]].
 
|-
 
|-
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|-
 
|-
 
|  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|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|PowerGoal31]].
 
|-
 
|-
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|-
 
|-
 
|  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|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]].
 
|-
 
|-
 
|  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|Core61]], [[#PowerGoal 20|PowerGoal20]] and [[#PowerGoal 135|PowerGoal135]].
 
|-
 
|-
 
| 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|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]].
 
|-
 
|-
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| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core38|Core38]]
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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++.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core13">Core13</div>
 
| <div id="Core13">Core13</div>
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| 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.
|  
+
|
 
|-
 
|-
 
| <div id="Core14">Core14</div>
 
| <div id="Core14">Core14</div>
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| 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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core16">Core16</div>
 
| <div id="Core16">Core16</div>
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| Completed
 
| Completed
 
| Additional dwarf mode end game.
 
| Additional dwarf mode end game.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core18">Core18</div>
 
| <div id="Core18">Core18</div>
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| Completed
 
| Completed
 
| Put the interface keys in editable files.
 
| Put the interface keys in editable files.
|  
+
|
 
|-
 
|-
 
| <div id="Core19">Core19</div>
 
| <div id="Core19">Core19</div>
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| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core20">Core20</div>
 
| <div id="Core20">Core20</div>
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| Completed
 
| Completed
 
| Do the intro movies with sound.
 
| Do the intro movies with sound.
|  
+
|
 
|-
 
|-
 
| <div id="Core21">Core21</div>
 
| <div id="Core21">Core21</div>
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| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core22">Core22</div>
 
| <div id="Core22">Core22</div>
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| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core23">Core23</div>
 
| <div id="Core23">Core23</div>
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| 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.
|  
+
|
 
|-
 
|-
 
| <div id="Core24">Core24</div>
 
| <div id="Core24">Core24</div>
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| 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.
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core25|Core25]], [[#Core45|Core45]]
 
|-
 
|-
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| 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]]
 
| [[#Core26|Core26]]
 
|-
 
|-
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| 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]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| 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]]
 
| [[#Core28|Core28]]
 
|-
 
|-
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| Completed
 
| Completed
 
| Caves and goblin fortress maps.
 
| Caves and goblin fortress maps.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core34">Core34</div>
 
| <div id="Core34">Core34</div>
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| 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.
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core27|Core27]]
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core37">Core37</div>
 
| <div id="Core37">Core37</div>
Line 419: Line 417:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <div id="Core38">Core38</div>
 
| <div id="Core38">Core38</div>
Line 425: Line 423:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core39">Core39</div>
 
| <div id="Core39">Core39</div>
Line 431: Line 429:
 
| Completed
 
| Completed
 
| Additional handling of dwarf mode end game.
 
| Additional handling of dwarf mode end game.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core43">Core43</div>
 
| <div id="Core43">Core43</div>
Line 461: Line 459:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core44|Core44]]
 
|-
 
|-
Line 472: Line 470:
 
| 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]]
 
| [[#Core45|Core45]]
 
|-
 
|-
Line 479: Line 477:
 
| Completed
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
| Unimportant dead historical figures should be abstracted away to save space.
|  
+
|
 
|-
 
|-
 
| <div id="Core48">Core48</div>
 
| <div id="Core48">Core48</div>
Line 485: Line 483:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <div id="Core49">Core49</div>
 
| <div id="Core49">Core49</div>
Line 491: Line 489:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <div id="Core50">Core50</div>
 
| <div id="Core50">Core50</div>
Line 497: Line 495:
 
| (Future)
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
| Allow graphical tiles to be used for all game objects.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core52">Core52</div>
 
| <div id="Core52">Core52</div>
Line 509: Line 507:
 
| (Future)
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
| A coherent interface, additional options and mouse support.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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|Req96]]
 
|-
 
|-
Line 532: Line 530:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <div id="Core57">Core57</div>
 
| <div id="Core57">Core57</div>
Line 539: Line 537:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core58">Core58</div>
 
| <div id="Core58">Core58</div>
Line 545: Line 543:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core59">Core59</div>
 
| <div id="Core59">Core59</div>
Line 551: Line 549:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core24|Core24]]
 
|-
 
|-
Line 568: Line 566:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core66">Core66</div>
 
| <div id="Core66">Core66</div>
Line 593: Line 591:
 
| (Future)
 
| (Future)
 
| No game is complete without it!
 
| No game is complete without it!
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core68|Core68]]
 
|-
 
|-
Line 610: Line 608:
 
| 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.
|  
+
|
 
|-
 
|-
 
| <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).
|  
+
|
 
|-
 
|-
 
| <div id="Core71">Core71</div>
 
| <div id="Core71">Core71</div>
Line 623: Line 621:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core72">Core72</div>
 
| <div id="Core72">Core72</div>
Line 629: Line 627:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core73">Core73</div>
 
| <div id="Core73">Core73</div>
Line 635: Line 633:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core74">Core74</div>
 
| <div id="Core74">Core74</div>
Line 641: Line 639:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core76">Core76</div>
 
| <div id="Core76">Core76</div>
Line 653: Line 651:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core77">Core77</div>
 
| <div id="Core77">Core77</div>
Line 659: Line 657:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core80">Core80</div>
 
| <div id="Core80">Core80</div>
Line 677: Line 675:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core81">Core81</div>
 
| <div id="Core81">Core81</div>
Line 683: Line 681:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core83">Core83</div>
 
| <div id="Core83">Core83</div>
Line 695: Line 693:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <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.
|  
+
|
 
|-
 
|-
 
| <div id="Core85">Core85</div>
 
| <div id="Core85">Core85</div>
Line 707: Line 705:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core86">Core86</div>
 
| <div id="Core86">Core86</div>
Line 713: Line 711:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core87">Core87</div>
 
| <div id="Core87">Core87</div>
Line 719: Line 717:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core88">Core88</div>
 
| <div id="Core88">Core88</div>
Line 725: Line 723:
 
| (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...
|  
+
|
 
|-
 
|-
 
| <div id="Core89">Core89</div>
 
| <div id="Core89">Core89</div>
Line 731: Line 729:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core90">Core90</div>
 
| <div id="Core90">Core90</div>
Line 737: Line 735:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core91">Core91</div>
 
| <div id="Core91">Core91</div>
Line 743: Line 741:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core92">Core92</div>
 
| <div id="Core92">Core92</div>
Line 749: Line 747:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <div id="Core93">Core93</div>
 
| <div id="Core93">Core93</div>
Line 760: Line 758:
 
| 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.  
| [[#Core92|Core92]]
+
| [[#Core92|Core92]].
 
|-
 
|-
 
| <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]]
 
| [[#Core93|Core93]], [[#Core94|Core94]]
 
|-
 
|-
Line 772: Line 770:
 
| 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]]
 
| [[#Core92|Core92]]
 
|-
 
|-
Line 779: Line 777:
 
| (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.
|  
+
|
 
|-
 
|-
 
| <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]]
 
| [[#Core97|Core97]]
 
|-
 
|-
Line 790: Line 788:
 
| 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]]
 
| [[#Core98|Core98]]
 
|-
 
|-
Line 796: Line 794:
 
| 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]]
 
| [[#Core99|Core99]]
 
|}
 
|}
  
=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" 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:10%"| Status
Line 812: Line 810:
 
! style="width:15%"| Requirements
 
! style="width:15%"| Requirements
 
|-
 
|-
| <div id="Req1">Req1</div>
+
| <div id="Bloat1">Bloat1</div>
| PILE MASTERY AND TYPES
+
| ITEM GLOSSES
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Bloat2">Bloat2</div>
 +
| MORE ITEM IMPROVEMENTS
 
| (Future)
 
| (Future)
| Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
+
| 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="Req2">Req2</div>
+
| <div id="Bloat3">Bloat3</div>
| IMPROVED WORK ORDERS
+
| PLAY
 
| (Future)
 
| (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.
+
| Kids should want toys and play with them, adults can use puzzle boxes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req3">Req3</div>
+
| <div id="Bloat4">Bloat4</div>
| TWEAK PRODUCTS OF WOOD BURNING
+
| HIDDEN FUN STUFF
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req4">Req4</div>
+
| <div id="Bloat5">Bloat5</div>
| PAYMENT FOR STORAGE JOBS
+
| BURROWS
 
| Completed
 
| Completed
|  
+
| (Upgraded) Moved this to a core item.
 
|  
 
|  
 
|-
 
|-
| <div id="Req5">Req5</div>
+
| <div id="Bloat6">Bloat6</div>
| STOP TREES FROM BEING ADJACENT
+
| BAR COUNTING
| Completed
+
| (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="Req6">Req6</div>
+
| <div id="Bloat7">Bloat7</div>
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
+
| RENTAL UNITS
| Completed
+
| (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>
 +
| RENT SETTING
 +
| (Future)
 +
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
|  
 
|  
 
|-
 
|-
| <div id="Req7">Req7</div>
+
| <div id="Bloat9">Bloat9</div>
| PARTY NOTIFICATION OPTION
+
| NOBLE RENT TWEAKS
 
| (Future)
 
| (Future)
| Option to turn off notification about dwarves organizing parties.
+
| Nobles tweaking the rent of places they like so as to obtain them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req8">Req8</div>
+
| <div id="Bloat10">Bloat10</div>
| RIVER ACTIVITY AND ATTACKS
+
| WHEELBARROWS
 
| (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.
+
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
 
|  
 
|  
 
|-
 
|-
| <div id="Req9">Req9</div>
+
| <div id="Bloat11">Bloat11</div>
| RESTRAINED SLEEP
+
| FOOD HOARDERS BEWARE
 
| (Future)
 
| (Future)
| People don't sleep/rest when they are chained/caged.
+
| 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="Req10">Req10</div>
+
| <div id="Bloat12">Bloat12</div>
| CARETAKER WELL USE
+
| VERMIN TROUBLE
| Completed
+
| (Future)
| Caretakers seeking water should be able to use wells.
+
| 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="Req11">Req11</div>
+
| <div id="Bloat13">Bloat13</div>
| IMPROVED RESCUE
+
| HUNTING THE SMALL
 
| (Future)
 
| (Future)
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
+
| 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="Req12">Req12</div>
+
| <div id="Bloat14">Bloat14</div>
| WRESTLE TARGET PROBLEMS
+
| HUNTER AI
| Completed
+
| (Future)
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
+
| Be smarter about returning kills when interrupted.
 
|  
 
|  
 
|-
 
|-
| <div id="Req13">Req13</div>
+
| <div id="Bloat15">Bloat15</div>
| WINTER CAVE RIVER
+
| FILTHY COMBAT EXTENSIONS
| Completed
+
| (Future)
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
+
| 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="Req14">Req14</div>
+
| <div id="Bloat16">Bloat16</div>
| OUTSIDE LAVA BLOCKING
+
| ADVENTURING IN DWARF MODE
 
| Completed
 
| Completed
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
+
| (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="Req15">Req15</div>
+
| <div id="Bloat17">Bloat17</div>
| LAVA AND TREES
+
| UNDERWATER DUNGEONS
| Completed
+
| (Future)
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
+
| 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="Req16">Req16</div>
+
| <div id="Bloat18">Bloat18</div>
| REMOVE PUBLIC CHEST/CABINETS
+
| VERMIN AND DISEASE
| Completed
+
| (Future)
| This is part of the swap over to the bin system.
+
| Link vermin to plagues.
 
|  
 
|  
 
|-
 
|-
| <div id="Req17">Req17</div>
+
| <div id="Bloat19">Bloat19</div>
| AJAR DEFAULT DOOR SETTING
+
| FLUID WORKSHOPS
| Completed
+
| (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="Req18">Req18</div>
+
| <div id="Bloat20">Bloat20</div>
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
+
| TRAP CONVERSION ISSUES
 
| (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.
+
| 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="Req19">Req19</div>
+
| <div id="Bloat21">Bloat21</div>
| TARGETING PROBLEM
+
| VARIOUS GHOST IDEAS
| Completed
+
| (Future)
| Champions didn't seem to want to target anything.
+
| 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="Req20">Req20</div>
+
| <div id="Bloat22">Bloat22</div>
| PILE CHECKING
+
| ART HISTORY
 
| (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.
+
| Comments on art work, over different periods in the artist's career.
 
|  
 
|  
 
|-
 
|-
| <div id="Req21">Req21</div>
+
| <div id="Bloat23">Bloat23</div>
| BODYGUARDS LEAVING
+
| END GAME EXPANSION
 
| (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.
+
| Extend adventure opportunities in end game caverns.
 
|  
 
|  
 
|-
 
|-
| <div id="Req22">Req22</div>
+
| <div id="Bloat24">Bloat24</div>
| HAULING PROFESSION
+
| ADVENTURE MODE TWEAK
| (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.
 
|
 
|-
 
| <div id="Req23">Req23</div>
 
| USE GROUNDING TO CURE TRAFFIC JAMS
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req24">Req24</div>
+
| <div id="Bloat25">Bloat25</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req25">Req25</div>
+
| <div id="Bloat26">Bloat26</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req26">Req26</div>
+
| <div id="Bloat27">Bloat27</div>
| SLEEPING THROUGH TANTRUMS
+
| ABSTRACT KNOWLEDGE SYSTEM
| Completed
+
| (Future)
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
+
| 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="Req27">Req27</div>
+
| <div id="Bloat28">Bloat28</div>
| IMPROVED WORKSHOP INTERFACES
+
| GATES
 
| (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.
+
| Sizeable giant gates that can be opened and closed remotely.
 
|  
 
|  
 
|-
 
|-
| <div id="Req28">Req28</div>
+
| <div id="Bloat29">Bloat29</div>
| CHASMING REFUSE
+
| MECHANISMS OUTDOORS
| Completed
+
| (Future)
| They used to throw refuse in the chasm. Now they don't. They should.
+
| Allow some of the traps to be placed outside.
 
|  
 
|  
 
|-
 
|-
| <div id="Req29">Req29</div>
+
| <div id="Bloat30">Bloat30</div>
| SOLDIER PROFILES
+
| AUTOMATE KITCHEN
 
| (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.
+
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 
|  
 
|  
 
|-
 
|-
| <div id="Req30">Req30</div>
+
| <div id="Bloat31">Bloat31</div>
| MORE TRADE GOODS
+
| ABUSING DIPLOMATS AND MERCHANTS
| Completed
+
| (Future)
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
+
| Various ways to assassinate diplomats and cause trouble.
 
|  
 
|  
 
|-
 
|-
| <div id="Req31">Req31</div>
+
| <div id="Bloat32">Bloat32</div>
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
+
| WORKSHOP ASSIGNMENT
| Completed
+
| (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="Req32">Req32</div>
+
| <div id="Bloat33">Bloat33</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req33">Req33</div>
+
| <div id="Bloat34">Bloat34</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req34">Req34</div>
+
| <div id="Bloat35">Bloat35</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req35">Req35</div>
+
| <div id="Bloat36">Bloat36</div>
| 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>
+
| <div id="Bloat37">Bloat37</div>
| TRIGGER LINK INTERFACE
+
| COSTUMES
 
| (Future)
 
| (Future)
| It could be more clear about what you are linking to and what it will do.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req38">Req38</div>
+
| <div id="Bloat38">Bloat38</div>
| JOB INFORMATION RETENTION
+
| MASKS
 
| (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>
+
| <div id="Bloat39">Bloat39</div>
| AXES FOR WOODCUTTERS
+
| CLOCKS
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req40">Req40</div>
+
| <div id="Bloat40">Bloat40</div>
| IMPROVED OUTPOST LIAISON
+
| BETTER BEDS
| Completed
+
| (Future)
| Liaison should come earlier and be more useful.
+
| Can extend the list of available materials, add blankets, pillows, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req41">Req41</div>
+
| <div id="Bloat41">Bloat41</div>
| BUILDING CONSTRUCTION ITEM SELECTION
+
| MECHANICAL TOYS
| 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.
+
| 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="Req42">Req42</div>
+
| <div id="Bloat42">Bloat42</div>
| STOP JOB RESUME WHEN UNDER ATTACK
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req43">Req43</div>
+
| <div id="Bloat43">Bloat43</div>
| MOVIE MAKER INTERFACE
+
| THINGS TO SMOKE
 
| (Future)
 
| (Future)
| Put fast-forward back in, some other tweaks.
+
| Things to smoke, pipes, smoke circle events and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req44">Req44</div>
+
| <div id="Bloat44">Bloat44</div>
| JOB ASSIGN OPTIMIZATION
+
| RESCUE OPERATIONS
| Completed
+
| (Future)
|  
+
| Rescuing kidnap victims using baron-level patrols or adventurers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req45">Req45</div>
+
| <div id="Bloat45">Bloat45</div>
| TARGET OPTIMIZATION
+
| FLASKS
| Completed
+
| (Future)
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
+
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
 
|  
 
|  
 
|-
 
|-
| <div id="Req46">Req46</div>
+
| <div id="Bloat46">Bloat46</div>
| JOB AMOUNT ABUSE
+
| PROPER PREGNANCY
 
| (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.
+
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
 
|  
 
|  
 
|-
 
|-
| <div id="Req47">Req47</div>
+
| <div id="Bloat47">Bloat47</div>
| GENERAL CHASMING OF ITEMS
+
| POND FISHING
| Completed
+
| (Future)
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
+
| Cats should fish things out of your ponds.
 
|  
 
|  
 
|-
 
|-
| <div id="Req48">Req48</div>
+
| <div id="Bloat48">Bloat48</div>
| NO RECORD
+
| PERSONALITIES
 
| Completed
 
| Completed
 +
| Dwarves should be further individualized with the potential to affect most aspects of the game.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat49">Bloat49</div>
 +
| ARTIFACT GROUPS
 +
| (Future)
 +
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
 
|  
 
|  
 
|-
 
|-
| <div id="Req49">Req49</div>
+
| <div id="Bloat50">Bloat50</div>
| POUR BUCKETS INTO BARRELS
+
| RESTRICT ANIMAL TRAINING
| Completed
+
| (Future)
|  
+
| Decrease the effective age range for training animals.
 
|  
 
|  
 
|-
 
|-
| <div id="Req50">Req50</div>
+
| <div id="Bloat51">Bloat51</div>
| ERRANT BLOOD PLACEMENT
+
| FAMILY TREE INTERFACE
| Completed
+
| (Future)
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
+
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req51">Req51</div>
+
| <div id="Bloat52">Bloat52</div>
| OVER-POWERED TANTRUMS
+
| INTERFACE MOVEMENT
 
| (Future)
 
| (Future)
| Damaging certain buildings is too easy.
+
| More ways in the interface to get between different unit/building/item views.
 
|  
 
|  
 
|-
 
|-
| <div id="Req52">Req52</div>
+
| <div id="Bloat53">Bloat53</div>
| NO RECORD
+
| MANDATE TEXT
| Completed
+
| (Future)
|  
+
| Add some flavor text to noble mandates, including punishment descriptions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req53">Req53</div>
+
| <div id="Bloat54">Bloat54</div>
| NO RECORD
+
| 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>
 +
| SULLIES
 
| Completed
 
| Completed
|  
+
| Blood contaminants on units and items from fights and walking through pools, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req54">Req54</div>
+
| <div id="Bloat56">Bloat56</div>
| FOCUS 3D
+
| EXTEND FELL MOOD
 
| (Future)
 
| (Future)
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
+
| Extend fell mood to encompass other victims.
 +
|
 
|-
 
|-
| <div id="Req55">Req55</div>
+
| <div id="Bloat57">Bloat57</div>
| NO RECORD
+
| LAVA FURNACES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req56">Req56</div>
+
| <div id="Bloat58">Bloat58</div>
| NO RECORD
+
| MORE LIVESTOCK
| Completed
+
| (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>
 +
| 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="Req57">Req57</div>
+
| <div id="Bloat60">Bloat60</div>
| NO RECORD
+
| KITCHEN STORAGE
| Completed
+
| (Future)
|  
+
| Allow kitchen to store some barrels, although not sure about this.
 
|  
 
|  
 
|-
 
|-
| <div id="Req58">Req58</div>
+
| <div id="Bloat61">Bloat61</div>
| SOLDIERS ON TOP OF MILITARY SCREEN
+
| HIDDEN MACABRE FUN STUFF
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req59">Req59</div>
+
| <div id="Bloat62">Bloat62</div>
| COLOR ON UNIT SCREEN
+
| WORKSHOP GUILD ASSOCIATIONS
| Completed
+
| (Future)
|  
+
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 
|  
 
|  
 
|-
 
|-
| <div id="Req60">Req60</div>
+
| <div id="Bloat63">Bloat63</div>
| BLOCK EXPLANATIONS
+
| 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>
 +
| PROPER GEM ENVIRONMENTS
 
| Completed
 
| Completed
| Can't tell what's blocking you when are blocked going down dwarf stairs.
+
| Link gem types with proper substrates as much as possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req61">Req61</div>
+
| <div id="Bloat65">Bloat65</div>
| INVASION AFTER-EFFECTS
+
| ROCK APPEARANCE
| (Future)
+
| Completed
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
+
| Make sandstone look better, can extend rock types in general.
 
|  
 
|  
 
|-
 
|-
| <div id="Req62">Req62</div>
+
| <div id="Bloat66">Bloat66</div>
| SITE CLIFF DEFINITION
+
| NO RECORD
 
| Completed
 
| 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.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req63">Req63</div>
+
| <div id="Bloat67">Bloat67</div>
| SMALL PET ATTACHMENTS
+
| PET AGE INTERFACE
 
| (Future)
 
| (Future)
| People don't care when their smaller pets die.
+
| Mention pet age in their names or have profiles for them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req64">Req64</div>
+
| <div id="Bloat68">Bloat68</div>
| ACCESSIBILITY ISSUES
+
| SCARY EVIL ARMIES
 
| (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.
+
| 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="Req65">Req65</div>
+
| <div id="Bloat69">Bloat69</div>
| CRASH BUG WITH BOWS
+
| MORE END GAME
| Completed
+
| (Future)
 +
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat70">Bloat70</div>
 +
| ROOM ASSIGNMENT INTERFACE
 +
| (Future)
 +
| Ability to assign rooms from the unit screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req66">Req66</div>
+
| <div id="Bloat71">Bloat71</div>
| PROBLEM WITH POPULATION CREATION
+
| MORE UNIT TYPES
 
| Completed
 
| Completed
|  
+
| Add some more distinctions to dwarf unit types.
 
|  
 
|  
 
|-
 
|-
| <div id="Req67">Req67</div>
+
| <div id="Bloat72">Bloat72</div>
| MONSTER BURIAL
+
| ELVEN DIPLOMACY
| 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.
+
| 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="Req68">Req68</div>
+
| <div id="Bloat73">Bloat73</div>
| HUNTING ARMOR
+
| MORE DIPLOMACY
 
| (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 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="Req69">Req69</div>
+
| <div id="Bloat74">Bloat74</div>
| IMPROPER BURIAL
+
| NO RECORD
 
| Completed
 
| Completed
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req70">Req70</div>
+
| <div id="Bloat75">Bloat75</div>
| BREAKUP ITEM STACKS
+
| MINOR PUNISHMENT
 
| (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.
+
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
 
|  
 
|  
 
|-
 
|-
| <div id="Req71">Req71</div>
+
| <div id="Bloat76">Bloat76</div>
| ARMY PROFILES
+
| MONSTER FIGHTING SKILLS
 
| (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.
+
| 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="Req72">Req72</div>
+
| <div id="Bloat77">Bloat77</div>
| WILD BEASTS POPULATING SITES
+
| CLAY, MUD, ADOBE STUFF
| Completed
+
| (Future)
|  
+
| Can use the kiln, have glazes, etc. Bricks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req73">Req73</div>
+
| <div id="Bloat78">Bloat78</div>
| SOME CODE CLEANING
+
| WAGE AND JOB MANDATES
| Completed
+
| (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="Req74">Req74</div>
+
| <div id="Bloat79">Bloat79</div>
| MINING DESIGNATIONS
+
| BONUSES FOR GOOD JOB
 
| (Future)
 
| (Future)
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
+
| Bonus on top of regular wages for doing a good job. This is partially implemented.
 
|  
 
|  
 
|-
 
|-
| <div id="Req75">Req75</div>
+
| <div id="Bloat80">Bloat80</div>
| REWALL
+
| POND WATER USE
 +
| Completed
 +
| Drink out of ponds if no wells or rivers accessible.
 +
|
 +
|-
 +
| <div id="Bloat81">Bloat81</div>
 +
| VISIBLE SWIMMERS
 
| Completed
 
| Completed
| Option to re-wall or fill in channels, using some stone.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req76">Req76</div>
+
| <div id="Bloat82">Bloat82</div>
| INTELLIGENT HUNTING
+
| EXTEND RANSACKING
 
| (Future)
 
| (Future)
| Crossbow hunters should be more intelligent about their ammo.
+
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
 
|  
 
|  
 
|-
 
|-
| <div id="Req77">Req77</div>
+
| <div id="Bloat83">Bloat83</div>
| SOME NEW WILDERNESS CREATURE TYPES
+
| PORTERS
| Completed
+
| (Future)
|  
+
| Nobles can have other people store their possessions, possibly for a wage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req78">Req78</div>
+
| <div id="Bloat84">Bloat84</div>
| TWEAK FOR PILES
+
| LEFT/RIGHT SPLIT
 
| Completed
 
| 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="Req79">Req79</div>
+
| <div id="Bloat85">Bloat85</div>
| JOB CANCEL NOTICES
+
| 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>
 +
| UNIT DISTINCTIONS
 
| (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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req80">Req80</div>
+
| <div id="Bloat87">Bloat87</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req81">Req81</div>
+
| <div id="Bloat88">Bloat88</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req82">Req82</div>
+
| <div id="Bloat89">Bloat89</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req83">Req83</div>
+
| <div id="Bloat90">Bloat90</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req84">Req84</div>
+
| <div id="Bloat91">Bloat91</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req85">Req85</div>
+
| <div id="Bloat92">Bloat92</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req86">Req86</div>
+
| <div id="Bloat93">Bloat93</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req87">Req87</div>
+
| <div id="Bloat94">Bloat94</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req88">Req88</div>
+
| <div id="Bloat95">Bloat95</div>
| STOCKS AND CORPSES
+
| GRUDGES
| Completed
+
| (Future)
| Problem with corpses/body parts in the stockpile screen.
+
| 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="Req89">Req89</div>
+
| <div id="Bloat96">Bloat96</div>
| DIG INTERFACE PROBLEM
+
| WAGE ADJUSTMENT
| Completed
+
| (Future)
|  
+
| Bonuses for dangerous taming jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req90">Req90</div>
+
| <div id="Bloat97">Bloat97</div>
| MULTIPLE AUTOMATED SHOP
+
| ETCHING
 
| (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.
+
| Etching on items. Could lead to magical runes type stuff.
 
|  
 
|  
 
|-
 
|-
| <div id="Req91">Req91</div>
+
| <div id="Bloat98">Bloat98</div>
| LEATHER COUNTING
+
| HIDDEN FUN STUFF
| (Future)
+
| Completed
| 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.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req92">Req92</div>
+
| <div id="Bloat99">Bloat99</div>
| BETTER SHOOTING INTERFACE
+
| SELF-SERVICE HEALTHCARE
 
| (Future)
 
| (Future)
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
+
| Take charge of your own health if nobody comes to help after a while.
 
|  
 
|  
 
|-
 
|-
| <div id="Req93">Req93</div>
+
| <div id="Bloat100">Bloat100</div>
| NO RECORD
+
| TECHNICAL SITE EXTENSIONS
 
| Completed
 
| Completed
 +
| Some issues with extending dwarf mode to other sites.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat101">Bloat101</div>
 +
| CAGE OPTIMIZATION
 +
| (Future)
 +
| Optimize the caging routines.
 
|  
 
|  
 
|-
 
|-
| <div id="Req94">Req94</div>
+
| <div id="Bloat102">Bloat102</div>
| ABANDONMENT FIX
+
| AMMO FETCHING
| Completed
+
| (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="Req95">Req95</div>
+
| <div id="Bloat103">Bloat103</div>
| BETTER TRAP TEXT
+
| THIEF AI
 
| (Future)
 
| (Future)
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
+
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
 
|  
 
|  
 
|-
 
|-
| <div id="Req96">Req96</div>
+
| <div id="Bloat104">Bloat104</div>
| LIGHTING
+
| CHITIN PROCESSING
 
| (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.
+
| 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="Req97">Req97</div>
+
| <div id="Bloat105">Bloat105</div>
| VERMIN SWARMS IN ADVENTURE MODE
+
| OSTRACISM AND SOCIAL STIGMA
| Completed
+
| (Future)
|  
+
| Alienation of badly misbehaving dwarves.
 
|  
 
|  
 
|-
 
|-
| <div id="Req98">Req98</div>
+
| <div id="Bloat106">Bloat106</div>
| ART IMAGES
+
| JUSTICE INTERFACE
| Completed
+
| (Future)
|  
+
| Give more information on the justice screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req99">Req99</div>
+
| <div id="Bloat107">Bloat107</div>
| BURYING THINGS
+
| THIEF INFORMATION
 
| (Future)
 
| (Future)
| Allow items to be buried under the soil.
+
| Give more information about how much thieves have stolen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req100">Req100</div>
+
| <div id="Bloat108">Bloat108</div>
| 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>
+
| <div id="Bloat109">Bloat109</div>
| HAPPINESS UPON RELEASE FROM CONFINEMENT
+
| DRINK IMPROVEMENTS
| Completed
+
| (Future)
|  
+
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req102">Req102</div>
+
| <div id="Bloat110">Bloat110</div>
| SOME WAGE ADJUSTMENTS
+
| CAVE-IN INJURIES
 
| (Future)
 
| (Future)
| Jeweler and mechanic jobs should take a little longer but pay more.
+
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
 
|  
 
|  
 
|-
 
|-
| <div id="Req103">Req103</div>
+
| <div id="Bloat111">Bloat111</div>
| NO RECORD
+
| KNOWLEDGE OF TREES
| Completed
+
| (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="Req104">Req104</div>
+
| <div id="Bloat112">Bloat112</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req105">Req105</div>
+
| <div id="Bloat113">Bloat113</div>
| SOME BUILDING INTERACTIONS
+
| THEFT IMPROVEMENTS
| Completed
+
| (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="Req106">Req106</div>
+
| <div id="Bloat114">Bloat114</div>
| FINALIZING THE STATE OF ACTIVE FLOWS
+
| THEFT IMPROVEMENTS
 
| (Future)
 
| (Future)
| If flows are active when the player quits, their effects need to be handled.
+
| Make the highest power thieves more daring and interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req107">Req107</div>
+
| <div id="Bloat115">Bloat115</div>
| PRIMITIVE WEAPONS
+
| MISSING HIST FIGS
 
| (Future)
 
| (Future)
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
+
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
 
|  
 
|  
 
|-
 
|-
| <div id="Req108">Req108</div>
+
| <div id="Bloat116">Bloat116</div>
| INTERFACE BINDINGS
+
| ART IMAGERY
| Completed
+
| (Future)
|  
+
| More varied art imagery, such as buildings and siege engines.
 
|  
 
|  
 
|-
 
|-
| <div id="Req109">Req109</div>
+
| <div id="Bloat117">Bloat117</div>
| FINISH TRAP BAITING
+
| SIEGE ENGINES
 
| (Future)
 
| (Future)
| It's very sparse right now. Gems aren't actually used.
+
| 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="Req110">Req110</div>
+
| <div id="Bloat118">Bloat118</div>
| NEMESIS TRADES
+
| INTERFACE MOVEMENT
 
| (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.
+
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
 
|  
 
|  
 
|-
 
|-
| <div id="Req111">Req111</div>
+
| <div id="Bloat119">Bloat119</div>
| FILE I/O CHECKING
+
| CONTAINER CONTENTS PAGING
| (Future)
+
| Completed
| It could give more feedback about save/load errors.
+
| Clean up scroll overflows on the item screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req112">Req112</div>
+
| <div id="Bloat120">Bloat120</div>
| ITEM AGGREGATES
+
| JOB STATS OPTIMIZATION
 
| (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.
+
| Technical tweak of job completion number storage.
 
|  
 
|  
 
|-
 
|-
| <div id="Req113">Req113</div>
+
| <div id="Bloat121">Bloat121</div>
| RACE SPECIFIC PROFESSION NAMES
+
| CHAR MAP CUSTOMIZATION
 
| Completed
 
| Completed
|  
+
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
 
|  
 
|  
 
|-
 
|-
| <div id="Req114">Req114</div>
+
| <div id="Bloat122">Bloat122</div>
| DWARF LEVEL TWISTING ISSUES
+
| OWNABLE LIQUIDS
| Completed
+
| (Future)
| Can see/shoot through dwarf twisted areas improperly sometimes.
+
| Certain liquids should be ownable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req115">Req115</div>
+
| <div id="Bloat123">Bloat123</div>
| NO RECORD
+
| SIBLING MIGRANT ISSUE
| Completed
+
| (Future)
|  
+
| Sibling migrants don't track relationships properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req116">Req116</div>
+
| <div id="Bloat124">Bloat124</div>
| PROBLEM WITH LEAVES TEXT
+
| SMALL MIGRANTS
| Completed
+
| (Future)
|  
+
| Allow migrants to bring babies and the small pocket pets.
 
|  
 
|  
 
|-
 
|-
| <div id="Req117">Req117</div>
+
| <div id="Bloat125">Bloat125</div>
| PET CAGE ASSIGNMENT PROBLEM
+
| VERMIN OFFERING RESOLUTION
 
| (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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req118">Req118</div>
+
| <div id="Bloat126">Bloat126</div>
| 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).
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req120">Req120</div>
+
| <div id="Bloat127">Bloat127</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req121">Req121</div>
+
| <div id="Bloat128">Bloat128</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req122">Req122</div>
+
| <div id="Bloat129">Bloat129</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req123">Req123</div>
+
| <div id="Bloat130">Bloat130</div>
| NO RECORD
+
| OPTIMIZATION FOR INVASIONS
| Completed
+
| (Future)
|  
+
| Speed optimization for invasion code.
 
|  
 
|  
 
|-
 
|-
| <div id="Req124">Req124</div>
+
| <div id="Bloat131">Bloat131</div>
| CAVE-IN RAMIFICATIONS
+
| INVASION HISTORIES
 
| (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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req125">Req125</div>
+
| <div id="Bloat132">Bloat132</div>
| 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.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req127">Req127</div>
+
| <div id="Bloat133">Bloat133</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req128">Req128</div>
+
| <div id="Bloat134">Bloat134</div>
| TRAFFIC JAMS
+
| WIZARD STUFF
| Completed
+
| (Future)
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
+
| This bloat was just to remind me about books and all kinds of magic stuff arc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req129">Req129</div>
+
| <div id="Bloat135">Bloat135</div>
| IMPROVE COOKING
+
| WRESTLING
 
| (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.
+
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req130">Req130</div>
+
| <div id="Bloat136">Bloat136</div>
| SOME MORE END GAME STUFF
+
| WRESTLING
 
| (Future)
 
| (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="Req131">Req131</div>
+
| <div id="Bloat137">Bloat137</div>
| RECEIVING OFFERINGS
+
| WRESTLING
 
| (Future)
 
| (Future)
| When you get king, you should receive offerings.
+
| Technical issue with stuck-ins and freedom of movement.
 
|  
 
|  
 
|-
 
|-
| <div id="Req132">Req132</div>
+
| <div id="Bloat138">Bloat138</div>
| 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.
+
| Handle grab-tear shaking and further poison injection.
 
|  
 
|  
 
|-
 
|-
| <div id="Req133">Req133</div>
+
| <div id="Bloat139">Bloat139</div>
| 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.
+
| Incidental item/item, item/bp tangle-ups.
 
|  
 
|  
 
|-
 
|-
| <div id="Req134">Req134</div>
+
| <div id="Bloat140">Bloat140</div>
| FORTIFICATION OBJECT PROBLEMS
+
| SPECIFIC WRESTLING INTERFACE
| (Future)
+
| Completed
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req135">Req135</div>
+
| <div id="Bloat141">Bloat141</div>
| HIDDEN REQUIRED FUN STUFF
+
| WRESTLING MOVES AND MORE INTERFACE
 
| (Future)
 
| (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="Req136">Req136</div>
+
| <div id="Bloat142">Bloat142</div>
| ADVANCED STEALTH
+
| AND MORE WRESTLING
 
| (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.
+
| Reversing wrestling holds.
 
|  
 
|  
 
|-
 
|-
| <div id="Req137">Req137</div>
+
| <div id="Bloat143">Bloat143</div>
| ORPHANED BABIES
+
| PUNISHMENT
 
| (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.
+
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
 
|  
 
|  
 
|-
 
|-
| <div id="Req138">Req138</div>
+
| <div id="Bloat144">Bloat144</div>
| ALCHEMY AND HEALING
+
| DISEASE AND INFECTION
 
| (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.
+
| 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="Req139">Req139</div>
+
| <div id="Bloat145">Bloat145</div>
| POSSIBLE KO BUG
+
| RUST
| Completed
+
| (Future)
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
+
| Rust and verdigris and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req140">Req140</div>
+
| <div id="Bloat146">Bloat146</div>
| BETTER JOB CANCELLATION
+
| HUMAN TOWN MODE
 
| (Future)
 
| (Future)
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
+
| Control human town. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req141">Req141</div>
+
| <div id="Bloat147">Bloat147</div>
| HANDLE DISCONNECTED COMPONENTS
+
| WIZARD MODE
| Completed
+
| (Future)
| Sometimes needs to deal with disconnected caves on loss.
+
| Control wizard from tower, etc. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req142">Req142</div>
+
| <div id="Bloat148">Bloat148</div>
| WEIGHT/INJURY INTERFACE
+
| EARLY GAME
 
| (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.
+
| Start games in Age of Myth. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req143">Req143</div>
+
| <div id="Bloat149">Bloat149</div>
| ADVENTURE WEAR ISSUES
+
| LATE GAME
 
| (Future)
 
| (Future)
| The wearing things in adventure mode should take time and be interruptable.
+
| Run games passed the Golden Age into more mundane times. See future dev.
 
|  
 
|  
 
|-
 
|-
| <div id="Req144">Req144</div>
+
| <div id="Bloat150">Bloat150</div>
| NAME ENTRY
+
| WORLD CUSTOMIZATION
| Completed
+
| (Future)
| Ability to enter name manually, at least your first name (which is never translated).
+
| 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="Req145">Req145</div>
+
| <div id="Bloat151">Bloat151</div>
| CHANNEL INTERFACE PROBLEMS
+
| HIDDEN FUN STUFF
| Completed
+
| (Future)
| Sometimes channels can display several times because of the way it links them. This can be changed.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req146">Req146</div>
+
| <div id="Bloat152">Bloat152</div>
| PILE ISSUES
+
| FIGURINE SHAPES
 
| (Future)
 
| (Future)
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
+
| Shapes for figurines.
 
|  
 
|  
 
|-
 
|-
| <div id="Req147">Req147</div>
+
| <div id="Bloat153">Bloat153</div>
| BUILD PATH VIOLATION
+
| MORE UNIT SCREENS
| Completed
 
|
 
|
 
|-
 
| <div id="Req148">Req148</div>
 
| 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.
+
| 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="Req149">Req149</div>
+
| <div id="Bloat154">Bloat154</div>
| FINISH ITEM DAMAGE
+
| ACTIVATE SOLDIERS FROM MAIN SCREEN
| (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.
 
|
 
|-
 
| <div id="Req150">Req150</div>
 
| SAFE-CAGING ISSUES
 
| Completed
 
| Possible problem with caging dangerous animals.
 
|
 
|-
 
| <div id="Req151">Req151</div>
 
| LEGENDS SCREEN
 
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req152">Req152</div>
+
| <div id="Bloat155">Bloat155</div>
| GRAMMAR PROBLEMS
+
| MERCHANT FOOD PRICES
 
| (Future)
 
| (Future)
| There are various grammar problems.
+
| Expand merchant price tweaks to cover foods.
 
|  
 
|  
 
|-
 
|-
| <div id="Req153">Req153</div>
+
| <div id="Bloat156">Bloat156</div>
| LINE DRAWING
+
| SIEGE ENGINE IMPROVEMENT
 
| Completed
 
| Completed
| Basic problem with how line code treats adjacent squares.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req154">Req154</div>
+
| <div id="Bloat157">Bloat157</div>
| PROBLEM WITH SECONDARY SCROLLING
+
| EXCISE SOME OLD PLOT STUFF
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req155">Req155</div>
+
| <div id="Bloat158">Bloat158</div>
| NO RECORD
+
| COIN IMAGES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req156">Req156</div>
+
| <div id="Bloat159">Bloat159</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req157">Req157</div>
+
| <div id="Bloat160">Bloat160</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req158">Req158</div>
+
| <div id="Bloat161">Bloat161</div>
| THEFT WEIGHT LIMITS
+
| MORE PLAYER ABUSE
 
| (Future)
 
| (Future)
| Fix up theft weight limits. They are currently arbitrary.
+
| 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="Req159">Req159</div>
+
| <div id="Bloat162">Bloat162</div>
| ANIMAL MISCHIEF BROKEN
+
| POWDER THROWS
| Completed
+
| (Future)
|  
+
| Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
 
|  
 
|  
 
|-
 
|-
| <div id="Req160">Req160</div>
+
| <div id="Bloat163">Bloat163</div>
| INVENTORY PROBLEMS
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req161">Req161</div>
+
| <div id="Bloat164">Bloat164</div>
| LEADER TITLES
+
| ITEM PLACEMENT
 
| (Future)
 
| (Future)
| Civilization leaders need proper titles.
+
| Items should be placed in dwarf mode ponds sometimes after game.
 
|  
 
|  
 
|-
 
|-
| <div id="Req162">Req162</div>
+
| <div id="Bloat165">Bloat165</div>
| ENTITY RECIPES
+
| WALL HANGINGS AND RUGS
 
| (Future)
 
| (Future)
| Civilization initial recipes. This also includes some food management for civs so food items can be created more easily.
+
| 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.
| [[#Req129|Req129]]
+
| [[#Core43|Core43]]
 
|-
 
|-
| <div id="Req163">Req163</div>
+
| <div id="Bloat166">Bloat166</div>
| NEMESIS SAVE BUG
+
| BATHS
| Completed
+
| (Future)
|  
+
| Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
 
|  
 
|  
 
|-
 
|-
| <div id="Req164">Req164</div>
+
| <div id="Bloat167">Bloat167</div>
| ITEM DAMAGE ISSUES
+
| ANIMAL PREFS AND DEATH
 
| (Future)
 
| (Future)
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
+
| Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
 
|  
 
|  
 
|-
 
|-
| <div id="Req165">Req165</div>
+
| <div id="Bloat168">Bloat168</div>
| REFINE POISONING
+
| PET EATERS
 
| (Future)
 
| (Future)
| Refine unit contamination amounts and levels.
+
| Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
 
|  
 
|  
 
|-
 
|-
| <div id="Req166">Req166</div>
+
| <div id="Bloat169">Bloat169</div>
| REFINE WAGON AI
+
| INSIDE WILDLIFE
 
| Completed
 
| Completed
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
+
| 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="Req167">Req167</div>
+
| <div id="Bloat170">Bloat170</div>
| NO RECORD
+
| ROOM CLEANING
| Completed
+
| (Future)
 +
| Cleaning rooms more responsibly, perhaps before sleeping.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat171">Bloat171</div>
 +
| 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="Req168">Req168</div>
+
| <div id="Bloat172">Bloat172</div>
| ADVENTURER RIDERS
+
| DEEP SITES
 
| (Future)
 
| (Future)
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
+
| 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="Req169">Req169</div>
+
| <div id="Bloat173">Bloat173</div>
| RAMP USAGE
+
| FINDING BUYERS
| Completed
+
| (Future)
|  
+
| Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 
|  
 
|  
 
|-
 
|-
| <div id="Req170">Req170</div>
+
| <div id="Bloat174">Bloat174</div>
| PROBLEM WITH ANIMAL TRAINING AND 3D
+
| 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.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat175">Bloat175</div>
 +
| CARE PACKAGES
 +
| (Future)
 +
| Being able to send comforting trinkets and provisions to your armies.
 
|  
 
|  
 
|-
 
|-
| <div id="Req171">Req171</div>
+
| <div id="Bloat176">Bloat176</div>
| TARGETING AND MOVEMENT ISSUES
+
| PHYSICAL FEATURES
 
| (Future)
 
| (Future)
| Some adventure mode melee targeting and movement code issues.
+
| Various superfluous physical features for dwarves and others.
 
|  
 
|  
 
|-
 
|-
| <div id="Req172">Req172</div>
+
| <div id="Bloat177">Bloat177</div>
| PROBLEM WITH MULTIPLE HUMAN CIVS
+
| PRISON REFORM
 
| (Future)
 
| (Future)
| It only checks one human civ per season, so some of the update code can work too slowly.
+
| 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>
 +
| MINING TWEAK
 +
| Completed
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Req173">Req173</div>
+
| <div id="Bloat179">Bloat179</div>
| 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>
+
| <div id="Bloat180">Bloat180</div>
| REASON FOR OFFERING
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| There's no point of offering goods to your own king right now.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req175">Req175</div>
+
| <div id="Bloat181">Bloat181</div>
| TRADE OPTIMIZATION
+
| ABANDONMENT ISSUE
 
| (Future)
 
| (Future)
| Improve trading code.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req176">Req176</div>
+
| <div id="Bloat182">Bloat182</div>
| PET TRADE PROBLEM
+
| CAVE CLAIMING
| Completed
+
| (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="Req177">Req177</div>
+
| <div id="Bloat183">Bloat183</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req178">Req178</div>
+
| <div id="Bloat184">Bloat184</div>
 
| NO RECORD
 
| NO RECORD
 
| Completed
 
| Completed
Line 1,879: Line 1,914:
 
|  
 
|  
 
|-
 
|-
| <div id="Req179">Req179</div>
+
| <div id="Bloat185">Bloat185</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req180">Req180</div>
+
| <div id="Bloat186">Bloat186</div>
| 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>
+
| <div id="Bloat187">Bloat187</div>
| MOUNT PROJECTILE ISSUES
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req182">Req182</div>
+
| <div id="Bloat188">Bloat188</div>
| 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|Core42]]
 
|-
 
|-
| <div id="Req183">Req183</div>
+
| <div id="Bloat189">Bloat189</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req184">Req184</div>
+
| <div id="Bloat190">Bloat190</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req185">Req185</div>
+
| <div id="Bloat191">Bloat191</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req186">Req186</div>
+
| <div id="Bloat192">Bloat192</div>
| PROPER CIV NEIGHBORS
+
| LYING AND BEING PUNISHED
 
| (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.
+
| 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="Req187">Req187</div>
+
| <div id="Bloat193">Bloat193</div>
| SEVER EFFECTS
+
| DEMOGRAPHICS ISSUES 1
| 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 a town runs out of women, they could seek more.
 
|  
 
|  
 
|-
 
|-
| <div id="Req188">Req188</div>
+
| <div id="Bloat194">Bloat194</div>
| SPEED REFINEMENT
+
| DEMOGRAPHICS ISSUES 2
 
| (Future)
 
| (Future)
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
+
| If there are too many men in town, they could start more wars.
 
|  
 
|  
 
|-
 
|-
| <div id="Req189">Req189</div>
+
| <div id="Bloat195">Bloat195</div>
| ARCHER ARMOR START SKILLS
+
| ADVENTURER MOUNTS
 
| (Future)
 
| (Future)
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
+
| Should be able to acquire mounts and beasts of burden.
 
|  
 
|  
 
|-
 
|-
| <div id="Req190">Req190</div>
+
| <div id="Bloat196">Bloat196</div>
| CREATURE KNOWLEDGE
+
| VILLAGE STORIES
 
| (Future)
 
| (Future)
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
+
| 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="Req191">Req191</div>
+
| <div id="Bloat197">Bloat197</div>
| TREE PREFERENCES
+
| MINIMAP ISSUES
 
| (Future)
 
| (Future)
| Tree preferences are fairly arbitrary right now.
+
| Center X on minimap and make sure it flickers properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req192">Req192</div>
+
| <div id="Bloat198">Bloat198</div>
| TRANCE BONUSES
+
| SITE SPRAWL
 
| (Future)
 
| (Future)
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
+
| 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="Req193">Req193</div>
+
| <div id="Bloat199">Bloat199</div>
| CHANGE ITEM ACQUISITION
+
| MINING/CUTTING ANNOUNCEMENTS
 
| (Future)
 
| (Future)
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
+
| It could announce when current reachable wood-cutting and mining jobs are done.
 
|  
 
|  
 
|-
 
|-
| <div id="Req194">Req194</div>
+
| <div id="Bloat200">Bloat200</div>
| STARTING BELT OBJECTS
+
| PERSISTENT CONVERSATIONS
 
| (Future)
 
| (Future)
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
+
| 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="Req195">Req195</div>
+
| <div id="Bloat201">Bloat201</div>
| ITEM MATERIAL PROBLEM
+
| CONVERSATION UTTERANCE BUILDERS
| Completed
+
| (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="Req196">Req196</div>
+
| <div id="Bloat202">Bloat202</div>
| DRINK APPRECIATION PROBLEM
+
| CONVERSATION PLEASANTRIES
 
| (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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req197">Req197</div>
+
| <div id="Bloat203">Bloat203</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req198">Req198</div>
+
| <div id="Bloat204">Bloat204</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req199">Req199</div>
+
| <div id="Bloat205">Bloat205</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req200">Req200</div>
+
| <div id="Bloat206">Bloat206</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req201">Req201</div>
+
| <div id="Bloat207">Bloat207</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req202">Req202</div>
+
| <div id="Bloat208">Bloat208</div>
| 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.).
 
|  
 
|  
 
|-
 
|-
| <div id="Req203">Req203</div>
+
| <div id="Bloat209">Bloat209</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req204">Req204</div>
+
| <div id="Bloat210">Bloat210</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req205">Req205</div>
+
| <div id="Bloat211">Bloat211</div>
| NO RECORD
+
| RELATIONSHIP OPTIMIZATION
 
| Completed
 
| Completed
|  
+
| There's a technical optimization tagged in the code for how they store relationships.
 
|  
 
|  
 
|-
 
|-
| <div id="Req206">Req206</div>
+
| <div id="Bloat212">Bloat212</div>
| ITEM WRESTLING
+
| 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>
 +
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req207">Req207</div>
+
| <div id="Bloat214">Bloat214</div>
| CONSOLIDATE MISS ANNOUNCEMENTS
+
| 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
 
|  
 
|  
 
|-
 
|-
| <div id="Req208">Req208</div>
+
| <div id="Bloat215">Bloat215</div>
| DEAL WITH POTASH VS ASH
+
| COIN ISSUE
 
| Completed
 
| Completed
|  
+
| Technical issue with coin batches.
 
|  
 
|  
 
|-
 
|-
| <div id="Req209">Req209</div>
+
| <div id="Bloat216">Bloat216</div>
| ENTITY DEF ITEM TYPES
+
| FINALIZE ART IMAGES
 
| Completed
 
| Completed
|  
+
| Art images should describe historical events, etc., rather than just being an image.
 
|  
 
|  
 
|-
 
|-
| <div id="Req210">Req210</div>
+
| <div id="Bloat217">Bloat217</div>
| GROUP SKILLS IN STARTUP
+
| 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.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat218">Bloat218</div>
 +
| 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="Req211">Req211</div>
+
| <div id="Bloat219">Bloat219</div>
| TOMB STORAGE AND ACCESSIBILITY
+
| HISTORY GROUPING
 
| (Future)
 
| (Future)
| Problem storing inaccessible body in tomb. The job was repeatedly created.
+
| 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="Req212">Req212</div>
+
| <div id="Bloat220">Bloat220</div>
| RE-EVALUATE HAUL LOCATIONS
+
| AGING ITEMS
| Completed
+
| (Future)
| 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.
+
| 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="Req213">Req213</div>
+
| <div id="Bloat221">Bloat221</div>
| BABY SEARCHER PROBLEM
+
| ART IMAGE COMPLEXITY AND IMPROVEMENT
| Completed
+
| (Future)
| Thirsty mothers cannot seek lost babies effectively.
+
| 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="Req214">Req214</div>
+
| <div id="Bloat222">Bloat222</div>
| START SCENARIOS
+
| FRIENDLY FIRE
 
| (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.
+
| 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="Req215">Req215</div>
+
| <div id="Bloat223">Bloat223</div>
| NEMESIS SAVE BUG
+
| WILDERNESS CAUTION
| Completed
+
| (Future)
|  
+
| Abort random encounters against large groups of adventurers if there's no chance of attacker victory
 
|  
 
|  
 
|-
 
|-
| <div id="Req216">Req216</div>
+
| <div id="Bloat224">Bloat224</div>
| SOME DISPLAY RATE ISSUES
+
| STATUE IMPROVEMENTS
| Completed
+
| (Future)
|  
+
| 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
 
|  
 
|  
 
|-
 
|-
| <div id="Req217">Req217</div>
+
| <div id="Bloat225">Bloat225</div>
| BUILDING CONSTRUCTION PROBLEM
+
| UNPREPARED FISH ROTTING
 
| (Future)
 
| (Future)
| Suspend building constructions if item blocking the build site are unreachable.
+
| Unprepared fish should rot slowly in the foodpile, like unrendered fat.
 
|  
 
|  
 
|-
 
|-
| <div id="Req218">Req218</div>
+
| <div id="Bloat226">Bloat226</div>
| MERCHANT ANNOUNCEMENTS
+
| WEB CHECK
 
| (Future)
 
| (Future)
| Notification when merchants are done unloading.
+
| Technical issue with webs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req219">Req219</div>
+
| <div id="Bloat227">Bloat227</div>
| VERMIN PROBLEM
+
| LEAPING AND PITS
 
| (Future)
 
| (Future)
| Possibly issue when cleaning vermin references.
+
| 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="Req220">Req220</div>
+
| <div id="Bloat228">Bloat228</div>
| MULTIPLE DEPOTS
+
| ADVENTURE MODE DREAMS WHILE SLEEPING
 
| (Future)
 
| (Future)
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
+
| Dreams in adventure mode, occasionally you can get history, other information and quests this way
 
|  
 
|  
 
|-
 
|-
| <div id="Req221">Req221</div>
+
| <div id="Bloat229">Bloat229</div>
| HISTORY GENERATION
+
| QUICKLIME
| 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.
+
| Bake limestone in a kiln for it, and implement some uses
 
|  
 
|  
 
|-
 
|-
| <div id="Req222">Req222</div>
+
| <div id="Bloat230">Bloat230</div>
| SAVE COIN BATCHES GLOBALLY
+
| 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
 
|  
 
|  
 
|-
 
|-
| <div id="Req223">Req223</div>
+
| <div id="Bloat231">Bloat231</div>
| SET RACE MAKER PROPERLY ON ITEMS
+
| HIDDEN FUN STUFF
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req224">Req224</div>
+
| <div id="Bloat232">Bloat232</div>
| PARRYING AND ITEMS
+
| SWEAT
 
| (Future)
 
| (Future)
| Refine parrying chances, based on item type.
+
| Linked to exertion, can have a number of effects.
 
|  
 
|  
 
|-
 
|-
| <div id="Req225">Req225</div>
+
| <div id="Bloat233">Bloat233</div>
| BUILD PATH VIOLATION
+
| ARENAS
| Completed
+
| (Future)
|  
+
| Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
 
|  
 
|  
 
|-
 
|-
| <div id="Req226">Req226</div>
+
| <div id="Bloat234">Bloat234</div>
| BUILDING ADMIRATION BUG
+
| APPROPRIATE ANIMALS FOR CIVS
 
| (Future)
 
| (Future)
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
+
| Dwarves shouldn't use full-sized horses to pull their wagons, for example.
 
|  
 
|  
 
|-
 
|-
| <div id="Req227">Req227</div>
+
| <div id="Bloat235">Bloat235</div>
| PEAKS AND VOLCANOS
+
| HALF-BLOCKED SKY
| 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.
+
| "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="Req228">Req228</div>
+
| <div id="Bloat236">Bloat236</div>
| ALLOW MULTIPLE SITES IN A SQUARE
+
| MARTIAL LAW
| Completed
+
| (Future)
|  
+
| Nobles could declare martial law if things get out of hand, which could have various effects.
 
|  
 
|  
 
|-
 
|-
| <div id="Req229">Req229</div>
+
| <div id="Bloat237">Bloat237</div>
| 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.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat238">Bloat238</div>
 +
| 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="Req230">Req230</div>
+
| <div id="Bloat239">Bloat239</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req231">Req231</div>
+
| <div id="Bloat240">Bloat240</div>
| NO RECORD
+
| Z VEINS
 
| Completed
 
| Completed
|  
+
| Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req232">Req232</div>
+
| <div id="Bloat241">Bloat241</div>
| CAVE RIVER ENTITIES
+
| CREATURE ANTICS
 
| (Future)
 
| (Future)
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
+
| 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="Req233">Req233</div>
+
| <div id="Bloat242">Bloat242</div>
| ISSUES WITH ITEM SHARING
+
| REGIONAL POPULATIONS INFLUENCE CIV ITEMS
| Completed
+
| (Future)
| There are some potential problems with shared items that need to be addressed.
+
| 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="Req234">Req234</div>
+
| <div id="Bloat243">Bloat243</div>
| MULTIGRASP WEAPON PROBLEM
+
| CLOTHING VARIATIONS
 
| (Future)
 
| (Future)
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
+
| 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="Req235">Req235</div>
+
| <div id="Bloat244">Bloat244</div>
| ENTITY ARMOR ISSUES
+
| VOCALIZATIONS
| Completed
+
| (Future)
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
+
| Battle yells, random grunts, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req236">Req236</div>
+
| <div id="Bloat245">Bloat245</div>
| ADVENTURE MODE BUILDING INTERACTIONS
+
| IMPROVEMENT OF ENGRAVINGS
 
| (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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req237">Req237</div>
+
| <div id="Bloat246">Bloat246</div>
| ASKING ABOUT SURROUNDINGS
+
| ORGAN RETENTION
| Completed
+
| (Future)
 +
| Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 
|  
 
|  
 +
|-
 +
| <div id="Bloat247">Bloat247</div>
 +
| 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="Req238">Req238</div>
+
| <div id="Bloat248">Bloat248</div>
| IMPROVE SMELTING
+
| TRANSLATION CLEARANCE
 
| Completed
 
| Completed
 +
| Go through and check languages for tone.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat249">Bloat249</div>
 +
| 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="Req239">Req239</div>
+
| <div id="Bloat250">Bloat250</div>
| REMOVE STRANGE NOBLE REQUESTS
+
| AUTOMATIC MANDATE HANDLING
| Completed
+
| (Future)
|  
+
| Could add an option to make noble mandates go directly into the work order queue.
 
|  
 
|  
 
|-
 
|-
| <div id="Req240">Req240</div>
+
| <div id="Bloat251">Bloat251</div>
| HAVE CONTENTS CHECKED FOR BAD TRADES
+
| USEFUL TREASURER
| Completed
+
| (Future)
|  
+
| The treasurer could walk around and combine coin stacks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req241">Req241</div>
+
| <div id="Bloat252">Bloat252</div>
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req242">Req242</div>
+
| <div id="Bloat253">Bloat253</div>
| HIDE TRAPS FROM ADVENTURER
+
| ADVANCED WORK ORDERS
| Completed
+
| (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="Req243">Req243</div>
+
| <div id="Bloat254">Bloat254</div>
| PROBLEM WITH GRAB-TEARS
+
| GRAB-TEARS II
| Completed
+
| (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>
 +
| 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="Req244">Req244</div>
+
| <div id="Bloat256">Bloat256</div>
| PLACE CREATURES IN LARGE COMPONENTS
+
| VEGETATION MELTING/BOILING
| Completed
+
| (Future)
|  
+
| Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
 
|  
 
|  
 
|-
 
|-
| <div id="Req245">Req245</div>
+
| <div id="Bloat257">Bloat257</div>
| PROBLEM WITH FULLSCREEN FONTS
+
| TANNING
| Completed
+
| (Future)
|  
+
| Tanning should probably be made more interesting.
 
|  
 
|  
 
|-
 
|-
| <div id="Req246">Req246</div>
+
| <div id="Bloat258">Bloat258</div>
| FINISH USING ENTITY ITEMS
+
| WATERPROOFING
| Completed
+
| (Future)
|  
+
| Waterproofing of leather might become an issue
 
|  
 
|  
 
|-
 
|-
| <div id="Req247">Req247</div>
+
| <div id="Bloat259">Bloat259</div>
| IMPROVE END GAME
+
| TAWING
| Completed
+
| (Future)
|  
+
| An interesting alternative to tanning.
 
|  
 
|  
 
|-
 
|-
| <div id="Req248">Req248</div>
+
| <div id="Bloat260">Bloat260</div>
| IMPROVED CAVE POPULATIONS
+
| CUSTOM ENGRAVINGS
| Completed
+
| (Future)
|  
+
| People have expressed an interest in engraving custom text and symbols.
 
|  
 
|  
 
|-
 
|-
| <div id="Req249">Req249</div>
+
| <div id="Bloat261">Bloat261</div>
| ADVENTURE STORE RESTOCKING
+
| LEGEND ERASURE
| (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.
+
| It should be possible to rehide history events so that a new player can rediscover the legends of a world.
| [[#Core3|Core3]]
 
|-
 
| <div id="Req250">Req250</div>
 
| DEAL WITH HIRING RETIREES
 
| Completed
 
|
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req251">Req251</div>
+
| <div id="Bloat262">Bloat262</div>
| PATH BLOCK MESSAGES
+
| MORE THOUGHT INFORMATION
| Completed
+
| (Future)
| On a hunt job, path block message was issued repeatedly.
+
| Certain thoughts need to store additional information.
 
|  
 
|  
 
|-
 
|-
| <div id="Req252">Req252</div>
+
| <div id="Bloat263">Bloat263</div>
| USE BARRACKS BEDS
+
| MASTERPIECE TRADE
 
| (Future)
 
| (Future)
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
+
| 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="Req253">Req253</div>
+
| <div id="Bloat264">Bloat264</div>
| JUSTICE MANDATE NUMBERS
+
| DYES AND MORDANTS
 
| (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.
+
| There are all sorts of things that can be done with dyes and mordants.
 
|  
 
|  
 
|-
 
|-
| <div id="Req254">Req254</div>
+
| <div id="Bloat265">Bloat265</div>
| ASSIGN WEAPON PREFS FROM MIL SCREEN
+
| WOODEN FURNITURE DISASSEMBLY
| Completed
+
| (Future)
|  
+
| Ability to take apart wooden furniture.
 
|  
 
|  
 
|-
 
|-
| <div id="Req255">Req255</div>
+
| <div id="Bloat266">Bloat266</div>
| IMPROVE SQUAD SELECTION
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req256">Req256</div>
+
| <div id="Bloat267">Bloat267</div>
| BUTCHERY ISSUES
+
| EXTENDED BARTERING
 
| (Future)
 
| (Future)
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
+
| 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="Req257">Req257</div>
+
| <div id="Bloat268">Bloat268</div>
| TYPES OF EATERS
+
| SCREENSHOTS
 
| (Future)
 
| (Future)
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
+
| Ability to have the game output a screenshot easily.
 
|  
 
|  
 
|-
 
|-
| <div id="Req258">Req258</div>
+
| <div id="Bloat269">Bloat269</div>
| STRANGE MOOD HELP
+
| ALCHEMY
 
| (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.
+
| Various uses and reactions of chemicals, acids etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req259">Req259</div>
+
| <div id="Bloat270">Bloat270</div>
| PROBLEM WITH SLAYER NAMES
+
| COMBAT LOGS AND EVENTS
| Completed
+
| (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>
 +
| DRAGGING PEOPLE AROUND
 +
| (Future)
 +
| Ability to drag somebody around instead of releasing a wrestling hold when you move.
 
|  
 
|  
 
|-
 
|-
| <div id="Req260">Req260</div>
+
| <div id="Bloat272">Bloat272</div>
| DEGREES OF BARTERING
+
| WATER POISONING
 
| (Future)
 
| (Future)
| Merchants need to tell you the extent to which your offer failed.
+
| Malicious creatures might attempt to poison or otherwise taint your water supply.
 
|  
 
|  
 
|-
 
|-
| <div id="Req261">Req261</div>
+
| <div id="Bloat273">Bloat273</div>
| BARTER CONTAINER PROBLEMS
+
| ONE-STEP OPTIONS
 
| (Future)
 
| (Future)
| In adventure mode, container contents mess up bartering in a number of ways.
+
| Ability to set the amount of time advanced by the one-step key.
 
|  
 
|  
 
|-
 
|-
| <div id="Req262">Req262</div>
+
| <div id="Bloat274">Bloat274</div>
| PROBLEMS WITH WATER
+
| CUSTOM COLORS
| Completed
+
| (Future)
| Water currently rots and should be value zero.
+
| Customizable unit and custom profession colors.
 
|  
 
|  
 
|-
 
|-
| <div id="Req263">Req263</div>
+
| <div id="Bloat275">Bloat275</div>
| INAPPROPRIATE CONTAINERS
+
| REVENGE AND INJURIES
 
| (Future)
 
| (Future)
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
+
| More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 
|  
 
|  
 
|-
 
|-
| <div id="Req264">Req264</div>
+
| <div id="Bloat276">Bloat276</div>
| STOP SPEAKING TO UNINTELLIGENT CREATURES
+
| HIDDEN FUN STUFF
| Completed
+
| (Future)
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req265">Req265</div>
+
| <div id="Bloat277">Bloat277</div>
| RETIREMENT ISSUES
+
| SOUND EVENTS
 
| (Future)
 
| (Future)
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
+
| 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="Req266">Req266</div>
+
| <div id="Bloat278">Bloat278</div>
| SITE LOOTING
+
| TRAPS THAT PROPEL THINGS
 
| (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.
+
| Weapon traps cannot propel units, but giant hammer traps should propel units.
 
|  
 
|  
 
|-
 
|-
| <div id="Req267">Req267</div>
+
| <div id="Bloat279">Bloat279</div>
| PERSISTENCE OF CORPSE ASSOCIATIONS
+
| IMPROVED LEVERS
| Completed
+
| (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>
 +
| ONE-WAY/SECRET DOORS
 +
| (Future)
 +
| These would be nice but raise path-finding optimization issues.
 
|  
 
|  
 
|-
 
|-
| <div id="Req268">Req268</div>
+
| <div id="Bloat281">Bloat281</div>
| ADVENTURE MODE TWEAK
+
| IMPROVE ANIMAL MANAGEMENT
| Completed
+
| (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>
 +
| MORE MINERAL PROPERTIES
 +
| (Future)
 +
| The various minerals should have additional properties. These might influence dig speed and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req269">Req269</div>
+
| <div id="Bloat283">Bloat283</div>
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
+
| DEBUG OPTIONS
| Completed
+
| (Future)
 +
| Various ways to fiddle with internal settings.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat284">Bloat284</div>
 +
| 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="Req270">Req270</div>
+
| <div id="Bloat285">Bloat285</div>
| AUTOSAVE
+
| CREATURE RANGES
| 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.
+
| A given creature should often have a more coherent range over the entire world, rather than going region by region.
 
|  
 
|  
 
|-
 
|-
| <div id="Req271">Req271</div>
+
| <div id="Bloat286">Bloat286</div>
| SAND ISSUES
+
| RAIN POOLING
| 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).
+
| Rain should have a chance to collect in certain areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req272">Req272</div>
+
| <div id="Bloat287">Bloat287</div>
| CLARIFY COIN QUOTAS
+
| THIN ICE
| 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.
+
| Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req273">Req273</div>
+
| <div id="Bloat288">Bloat288</div>
| STATE OF EMERGENCY
+
| DUST STORMS
 
| (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 giant dust storms, the Spain-sized ones you can see from a satellite.
 
|  
 
|  
 
|-
 
|-
| <div id="Req274">Req274</div>
+
| <div id="Bloat289">Bloat289</div>
| ABORTING WORLD GENERATION
+
| HUMANS USE HORSES
 
| Completed
 
| Completed
| Ability to leave history generation in the middle.
+
| Humans should ride horses into battle if they are available.
 
|  
 
|  
 
|-
 
|-
| <div id="Req275">Req275</div>
+
| <div id="Bloat290">Bloat290</div>
| KIDNAPPING ISSUES
+
| LAKE/SWAMP IMPROVEMENTS I
| Completed
+
| (Future)
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
+
| Water lilies rooted to the soil below, duckweed floating in the water
 
|  
 
|  
 
|-
 
|-
| <div id="Req276">Req276</div>
+
| <div id="Bloat291">Bloat291</div>
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
+
| LAKE/SWAMP IMPROVEMENTS II
| Completed
+
| (Future)
 +
| Mosquitoes and leeches.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat292">Bloat292</div>
 +
| 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="Req277">Req277</div>
+
| <div id="Bloat293">Bloat293</div>
| STRANDED NEMESES
+
| LOCAL ROADS
 
| (Future)
 
| (Future)
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
+
| 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="Req278">Req278</div>
+
| <div id="Bloat294">Bloat294</div>
| COIN STACKS
+
| CLEANING ADJACENT INACCESSIBLE SQUARES
| Completed
+
| (Future)
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
+
| There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
 
|  
 
|  
 
|-
 
|-
| <div id="Req279">Req279</div>
+
| <div id="Bloat295">Bloat295</div>
| MERCHANT COUNTER-OFFERS
+
| WEAPON TRAP EFFECTS
| 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.
+
| 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="Req280">Req280</div>
+
| <div id="Bloat296">Bloat296</div>
| STAIRWAY BLOCKAGE INFORMATION
+
| FINGERLESS GLOVES
| Completed
+
| (Future)
| Needs to tell you why stairways are blocked when you fail to move.
+
| 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="Req281">Req281</div>
+
| <div id="Bloat297">Bloat297</div>
| RESPECT NEMESIS INVENTORIES
+
| CONTINUOUS ITEM AMOUNTS
| Completed
+
| (Future)
|  
+
| Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req282">Req282</div>
+
| <div id="Bloat298">Bloat298</div>
| ERRONEOUS COMBAT MESSAGES
+
| IMPERFECT CONSTRUCTIONS
| Completed
+
| (Future)
|  
+
| You should be able to intentionally build submasterpiece buildings and items.
 
|  
 
|  
 
|-
 
|-
| <div id="Req283">Req283</div>
+
| <div id="Bloat299">Bloat299</div>
| CHANGED SOME END GAME PARAMETERS
+
| FLATWORLD
| Completed
+
| (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="Req284">Req284</div>
+
| <div id="Bloat300">Bloat300</div>
| CONTAINER PLACEMENT
+
| ARCHERY TRAINING MATERIALS
 
| (Future)
 
| (Future)
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
+
| Standing orders for archery training regarding which material to use.
 
|  
 
|  
 
|-
 
|-
| <div id="Req285">Req285</div>
+
| <div id="Bloat301">Bloat301</div>
| OLD BLOODY WALLS
+
| BUILDING SQUARE BLOCKAGES
 
| (Future)
 
| (Future)
| Need to handle bloody river walls in dwarf mode.
+
| Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 
|  
 
|  
 
|-
 
|-
| <div id="Req286">Req286</div>
+
| <div id="Bloat302">Bloat302</div>
| HUNTER SLEEP PREFS
+
| CREATURE ART ELEMENTS
 
| (Future)
 
| (Future)
| Make hunters sleep on the ground only while hunting.
+
| 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="Req287">Req287</div>
+
| <div id="Bloat303">Bloat303</div>
| SPECIFIC MATERIAL USE
+
| NOISE POLLUTION INDICATOR
 
| (Future)
 
| (Future)
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
+
| It might be helpful to have more of an idea where sleep-disturbing noise is coming from
 
|  
 
|  
 
|-
 
|-
| <div id="Req288">Req288</div>
+
| <div id="Bloat304">Bloat304</div>
| FLOODGATE PLACEMENT ISSUES
+
| UNDERGROUND TREE CAPS
 
| (Future)
 
| (Future)
| It's very common for people to get blocked off by floodgates while placing them.
+
| Evaluate elf tree caps with respect to underground tree farms.
 
|  
 
|  
 
|-
 
|-
| <div id="Req289">Req289</div>
+
| <div id="Bloat305">Bloat305</div>
| MORE CLEANING
+
| GUILDS
 
| (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.
+
| Bring guild back more robustly as local and civ-wide organizations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req290">Req290</div>
+
| <div id="Bloat306">Bloat306</div>
| WIELD ISSUES
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| It can be confused about which object is wielded, and there are some issues about the primary hand.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req291">Req291</div>
+
| <div id="Bloat307">Bloat307</div>
| NOBLE DEATH
+
| DESCRIPTIVE INFO
 
| (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.
+
| Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
 
|  
 
|  
 
|-
 
|-
| <div id="Req292">Req292</div>
+
| <div id="Bloat308">Bloat308</div>
| NO RECORD
+
| QUALITY/DAMAGE CUSTOM STOCKPILES
| Completed
+
| (Future)
 +
| Allow stockpiles to specify quality/damage state.
 
|  
 
|  
 +
|-
 +
| <div id="Bloat309">Bloat309</div>
 +
| SENSIBLE MIGRANT PROVISIONS
 +
| (Future)
 +
| Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
 
|  
 
|  
 
|-
 
|-
| <div id="Req293">Req293</div>
+
| <div id="Bloat310">Bloat310</div>
| STORAGE OPTIMIZATION
+
| STRICT STONE BUILDING MATERIAL REQUIREMENTS
| Completed
+
| (Future)
| 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.
+
| Some buildings require rock blocks where metal ones would do.
 
|  
 
|  
 
|-
 
|-
| <div id="Req294">Req294</div>
+
| <div id="Bloat311">Bloat311</div>
| NO SILK ROPE SKILLS
+
| UNIT INVENTORY DISPLAY
| Completed
+
| (Future)
| Does clothesmaking skill go up when silk ropes are made?
+
| Ability to see inventory somewhere on the unit profile screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req295">Req295</div>
+
| <div id="Bloat312">Bloat312</div>
| DROWNING ISSUES
+
| MIGRANT CONTROL
| Completed
+
| (Future)
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
+
| Ability to refuse migrant groups with repercussions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req296">Req296</div>
+
| <div id="Bloat313">Bloat313</div>
| INDOOR PLANT DEATH
+
| STOCKPILE CONSOLIDATION
| Completed
+
| (Future)
| Some indoor bushes would die and disappear quickly.
+
| Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
 
|  
 
|  
 
|-
 
|-
| <div id="Req297">Req297</div>
+
| <div id="Bloat314">Bloat314</div>
| INNER DEFENDERS
+
| DESIGNATION SIZE INFO
| Completed
+
| (Future)
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
+
| When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
 
|  
 
|  
 
|-
 
|-
| <div id="Req298">Req298</div>
+
| <div id="Bloat315">Bloat315</div>
| SLIDING UNDER ENEMIES
+
| DESIGNATION SHAPES
 
| (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.
+
| Option to designate with circles and custom templates.
 
|  
 
|  
 
|-
 
|-
| <div id="Req299">Req299</div>
+
| <div id="Bloat316">Bloat316</div>
| RIVER SITE UPDATE
+
| PIPE SECTIONS
| Completed
+
| (Future)
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
+
| 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="Req300">Req300</div>
+
| <div id="Bloat317">Bloat317</div>
| TREE DISPLAY PROBLEM
+
| PERSISTENT WILDS
 
| (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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req301">Req301</div>
+
| <div id="Bloat318">Bloat318</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req302">Req302</div>
+
| <div id="Bloat319">Bloat319</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req303">Req303</div>
+
| <div id="Bloat320">Bloat320</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req304">Req304</div>
+
| <div id="Bloat321">Bloat321</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req305">Req305</div>
+
| <div id="Bloat322">Bloat322</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req306">Req306</div>
+
| <div id="Bloat323">Bloat323</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req307">Req307</div>
+
| <div id="Bloat324">Bloat324</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req308">Req308</div>
+
| <div id="Bloat325">Bloat325</div>
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req309">Req309</div>
+
| <div id="Bloat326">Bloat326</div>
| CHANNEL/AQUEDUCT INTERACTIONS
+
| SKY AND TOPO DISPLAY
| Completed
+
| (Future)
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
+
| Add various optional methods for visualizing the 3D stuffs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req310">Req310</div>
+
| <div id="Bloat327">Bloat327</div>
| ITEM NAME ISSUE
+
| VARIOUS RIDING POSITIONS
| Completed
+
| (Future)
| Technical problem with item name display.
+
| 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="Req311">Req311</div>
+
| <div id="Bloat328">Bloat328</div>
| MELEE TRAINING ISSUE
+
| IMPROVED SEASHORES
| Completed
+
| (Future)
| Melee training seems to be deadly again.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req312">Req312</div>
+
| <div id="Bloat329">Bloat329</div>
| DOUBLE IMPROVEMENTS
+
| HIDDEN FUN STUFF
 
| (Future)
 
| (Future)
| Artifact was studded with gold and gold.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req313">Req313</div>
+
| <div id="Bloat330">Bloat330</div>
| ROAD BUILDING
+
| CLEANSING EVIL AREAS
 
| (Future)
 
| (Future)
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
+
| The cleansing of evil areas needs to be put back in after tracking is improved.
 
|  
 
|  
 
|-
 
|-
| <div id="Req314">Req314</div>
+
| <div id="Bloat331">Bloat331</div>
| LEGEND DISPLAY PROBLEM
+
| PRESSURE EQUILIBRIUM
 
| (Future)
 
| (Future)
| Long history names busted -- it should instead place it on two lines if possible.
+
| Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
 
|  
 
|  
 
|-
 
|-
| <div id="Req315">Req315</div>
+
| <div id="Bloat332">Bloat332</div>
| REPEAT ATTACK BUTTON
+
| PATTERN FLYING CRITTERS
 
| (Future)
 
| (Future)
| Repeat attack button, esp. for specific wrestling.
+
| Put the pattern flying cave feature critters back in.
 
|  
 
|  
 
|-
 
|-
| <div id="Req316">Req316</div>
+
| <div id="Bloat333">Bloat333</div>
| WAIT KEY
+
| ARMOR CONTAMINATION FROM BLEEDING
| Completed
+
| (Future)
| Wait key in adventure mode.
+
| Requires location specific bleeding information, tied to scarring and infection.
 
|  
 
|  
 
|-
 
|-
| <div id="Req317">Req317</div>
+
| <div id="Bloat334">Bloat334</div>
| CORRECT AGING
+
| IMPROVE LIQUID SINK DIRECTION
 
| (Future)
 
| (Future)
| Need creatures to age properly when reloaded, incl. retirees.
+
| River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
 
|  
 
|  
 
|-
 
|-
| <div id="Req318">Req318</div>
+
| <div id="Bloat335">Bloat335</div>
| ALCHEMY PILE
+
| IMPROVED FARMING
 
| (Future)
 
| (Future)
| Alchemical pile filled with lye, vials and so on.
+
| 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="Req319">Req319</div>
+
| <div id="Bloat336">Bloat336</div>
| WAKE UP!
+
| ITEM PLACEMENT VERSUS SMALL AREAS
| Completed
+
| (Future)
| Adventure mode sleep needs to clear upon being attacked.
+
| Check some issues with the placement of objects versus small isolated areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Req320">Req320</div>
+
| <div id="Bloat337">Bloat337</div>
| NAMING ISSUE
+
| PEAT
 
| (Future)
 
| (Future)
| There's an issue with some unit names
+
| Make peat more than just another soil type.
 
|  
 
|  
 
|-
 
|-
| <div id="Req321">Req321</div>
+
| <div id="Bloat338">Bloat338</div>
| ARCHERY PRACTICE GROUNDING
+
| MORE OUTDOOR MAP FEATURES
| Completed
+
| (Future)
| While doing archery practice, people that were grounded don't stand up until it's over.
+
| Various additional outside and inside features, like mesas, canyons, hill tops and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req322">Req322</div>
+
| <div id="Bloat339">Bloat339</div>
| COIN BATCH ISSUE
+
| RIVER OVERFLOWS
| Completed
+
| (Future)
| Potential problems with coin batches for non-currencies. Need to check.
+
| River overflows and the return of the associated farming techniques.
 
|  
 
|  
 
|-
 
|-
| <div id="Req323">Req323</div>
+
| <div id="Bloat340">Bloat340</div>
| BREAK EXPLOIT
+
| BOULDER REMOVAL
 
| (Future)
 
| (Future)
| Can draft then undraft to end breaks.
+
| The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
 
|  
 
|  
 
|-
 
|-
| <div id="Req324">Req324</div>
+
| <div id="Bloat341">Bloat341</div>
| PROACTIVE BEAST ATTACKERS
+
| STUCK-IN CONTAMINANTS
 
| (Future)
 
| (Future)
| The large beasts could afford to be slightly more aggressive.
+
| Issues with contaminants on item that becomes stuck inside another creature.
 
|  
 
|  
 
|-
 
|-
| <div id="Req325">Req325</div>
+
| <div id="Bloat342">Bloat342</div>
| PUNGENT BUGS
+
| MIGRANT HISTORICAL EVENTS
 
| (Future)
 
| (Future)
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
+
| Some issues with migrants and associated historical events.
 
|  
 
|  
 
|-
 
|-
| <div id="Req326">Req326</div>
+
| <div id="Bloat343">Bloat343</div>
| HARDER FISHING
+
| CLIMBING
 
| (Future)
 
| (Future)
| Fishing is a little too easy, maybe.
+
| Ability to climb terrain that would be otherwise impassable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req327">Req327</div>
+
| <div id="Bloat344">Bloat344</div>
| CORPSE PROCESSING
+
| RELIGIONS AND CULTS
 
| (Future)
 
| (Future)
| Can process corpse to eat etc if you have a sharp object.
+
| Return of things like the death and weapon nobles via potentially world-wide religions and cults.
 
|  
 
|  
 
|-
 
|-
| <div id="Req328">Req328</div>
+
| <div id="Bloat345">Bloat345</div>
| NAMING ISSUE
+
| WEB MOVEMENT
 
| (Future)
 
| (Future)
| Issue with some unit names.
+
| Creatures that spin large webs should be able to move along the web, even in open space.
 
|  
 
|  
 
|-
 
|-
| <div id="Req329">Req329</div>
+
| <div id="Bloat346">Bloat346</div>
| STRANGE POPULATION ISSUES
+
| SUPER NIGHT SKY
| Completed
+
| (Future)
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
+
| 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="Req330">Req330</div>
+
| <div id="Bloat347">Bloat347</div>
| CHARGE CHANGE
+
| HEREDITY
 
| (Future)
 
| (Future)
| Knock-backs without people falling on the ground should be more common in charging.
+
| 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="Req331">Req331</div>
+
| <div id="Bloat348">Bloat348</div>
| ATTACK OPPORTUNITY NUMBERS
+
| LINGUISTICS
 
| (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.
+
| Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req332">Req332</div>
+
| <div id="Bloat349">Bloat349</div>
| SHORT JOB NAMES
+
| UNIT NAMES
 
| (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.
+
| 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="Req333">Req333</div>
+
| <div id="Bloat350">Bloat350</div>
| RESPECT CONTAINER CAPACITY ON PICKUP
+
| MORE MECHANISMS
 
| (Future)
 
| (Future)
| Container capacity needs to be respected on pickup as it is with the put command.
+
| Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
 
|  
 
|  
 
|-
 
|-
| <div id="Req334">Req334</div>
+
| <div id="Bloat351">Bloat351</div>
| CRASHING ISSUE I
+
| UNAWARE OF PROFESSIONS
| 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.
+
| 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>
 +
| RIVER/LAKE IMPROVEMENTS
 +
| (Future)
 +
| There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req335">Req335</div>
+
| <div id="Bloat353">Bloat353</div>
| INFESTATION FREQUENCIES
+
| BARRACKS FUNCTION SPLIT
| Completed
+
| (Future)
| The creatures selected to infest caves don't respect their population frequencies.
+
| The barracks has various functions, and you should be able to say what goes on in a given barracks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req336">Req336</div>
+
| <div id="Bloat354">Bloat354</div>
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
+
| SAVE KITCHEN SETTINGS
 
| (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.
+
| You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
 
|  
 
|  
 
|-
 
|-
| <div id="Req337">Req337</div>
+
| <div id="Bloat355">Bloat355</div>
| IN-GAME SNAPSHOTS
+
| TAKING NOTES
 
| Completed
 
| 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.
+
| 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="Req338">Req338</div>
+
| <div id="Bloat356">Bloat356</div>
| MEMMAP ISSUES
+
| IMPROVED FISHING
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req339">Req339</div>
+
| <div id="Bloat357">Bloat357</div>
| MYSTERY WEB
+
| HOLDING BREATH
| Completed
+
| (Future)
| 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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req340">Req340</div>
+
| <div id="Bloat358">Bloat358</div>
| FIRE FLOW SLAYER CREDIT
+
| MACROS
 
| (Future)
 
| (Future)
| Creatures don't get credit for killing creatures directly with flows.
+
| You should be able to make keyboard macros to perform complicated repetitive actions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req341">Req341</div>
+
| <div id="Bloat359">Bloat359</div>
| RIVER LOOPS
+
| UNCONVENTIONAL AMMUNITION
| 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.
+
| You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
 
|  
 
|  
 
|-
 
|-
| <div id="Req342">Req342</div>
+
| <div id="Bloat360">Bloat360</div>
| FROZEN WATER DISAGREEMENT
+
| OTHER WATER SOURCES
| Completed
+
| (Future)
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
+
| There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Req343">Req343</div>
+
| <div id="Bloat361">Bloat361</div>
| CORNER DOOR DETAILING
+
| EMBARK PROFESSION UPDATE
| Completed
+
| (Future)
| 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.
+
| As you change skills on the embark screen, it should show the dwarf's resulting profession.
 
|  
 
|  
 
|-
 
|-
| <div id="Req344">Req344</div>
+
| <div id="Bloat362">Bloat362</div>
| TOWN ANIMALS UNDER THREAT
+
| VERMIN BODIES
 
| (Future)
 
| (Future)
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
+
| 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="Req345">Req345</div>
+
| <div id="Bloat363">Bloat363</div>
| REST/SLEEP CONFLICT
+
| FURNITURE FLUX
| Completed
+
| (Future)
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
+
| 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="Req346">Req346</div>
+
| <div id="Bloat364">Bloat364</div>
| PROJECTILES FALLING THROUGH FLOORS
+
| SITE RECTANGLE INFORMATION
| Completed
+
| (Future)
| Corpse pieces have occasionally been observed falling through the floor.
+
| 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="Req347">Req347</div>
+
| <div id="Bloat365">Bloat365</div>
| ERRONEOUS FOOD OWNERSHIP
+
| GLACIER/OCEAN INTERFACE
 
| (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.
+
| The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
 
|  
 
|  
 
|-
 
|-
| <div id="Req348">Req348</div>
+
| <div id="Bloat366">Bloat366</div>
| SURROUNDING CHAT BIOME VERIFICATION
+
| SMOOTHER ELEVATION CHANGES
 
| (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.
+
| The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
 
|  
 
|  
 
|-
 
|-
| <div id="Req349">Req349</div>
+
| <div id="Bloat367">Bloat367</div>
| PATH FIND ALTERATIONS
+
| WATER ON BUILDINGS DISPLAY
 
| (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.
+
| 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="Req350">Req350</div>
+
| <div id="Bloat368">Bloat368</div>
| CRASH ISSUE ON BODY PART VIEW
+
| GENDER-BASED PICTURES
| Completed
+
| (Future)
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
+
| You should be able to further specify which graphical tiles are used if you like.
 
|  
 
|  
 
|-
 
|-
| <div id="Req351">Req351</div>
+
| <div id="Bloat369">Bloat369</div>
| PET INFO CRASH
+
| LEGENDARY SWIM SPEED
| Completed
+
| (Future)
| There was a crash related to null pet and owner pointers inside some pet info.
+
| It could afford to make finer gradations for swim skill passed legendary.
 
|  
 
|  
 
|-
 
|-
| <div id="Req352">Req352</div>
+
| <div id="Bloat370">Bloat370</div>
| TEMPERATURE FLOW SLAYERS
+
| ITEMS AND GRATES/BARS
 
| (Future)
 
| (Future)
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
+
| 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="Req353">Req353</div>
+
| <div id="Bloat371">Bloat371</div>
| PROJECTILES AND FLOWS
+
| SUBORDINATE SITE POPULATIONS
 
| (Future)
 
| (Future)
| Some projectiles survive environmental effects unaffected.
+
| A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
 
|  
 
|  
 
|-
 
|-
| <div id="Req354">Req354</div>
+
| <div id="Bloat372">Bloat372</div>
| DIAGONAL FLOW PATHS
+
| MORE WITH TRAPS
 
| (Future)
 
| (Future)
| Diagonal-tending dragonfire has a tendency to wrap backward.
+
| 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="Req355">Req355</div>
+
| <div id="Bloat373">Bloat373</div>
| LIQUID CREATURE SUPPORT
+
| IMPROVED DRUNKS
 
| (Future)
 
| (Future)
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
+
| 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="Req356">Req356</div>
+
| <div id="Bloat374">Bloat374</div>
| GRASS-TREE BURN SPEEDS
+
| CONVERSATION SKILLS IN ADVENTURE MODE
 
| (Future)
 
| (Future)
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req357">Req357</div>
+
| <div id="Bloat375">Bloat375</div>
| FIRE AND TEMPERATURE
+
| PRIVACY AND ADVENTURE MODE CONVERSATIONS
 
| (Future)
 
| (Future)
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req358">Req358</div>
+
| <div id="Bloat376">Bloat376</div>
| CONTAMINANT MATERIALS
+
| TALKING TO GODS
 
| (Future)
 
| (Future)
| Contaminant materials need to be tracked more carefully.
+
| Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
 
|  
 
|  
 
|-
 
|-
| <div id="Req359">Req359</div>
+
| <div id="Bloat377">Bloat377</div>
| CONTAMINANT TEMPERATURE EFFECTS
+
| TEMPLE-SPECIFIC TASKS
 
| (Future)
 
| (Future)
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req360">Req360</div>
+
| <div id="Bloat378">Bloat378</div>
| TEMPERATURE AND ROTTING
+
| MORE BUILDING CONVERSATION
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req361">Req361</div>
+
| <div id="Bloat379">Bloat379</div>
| CORE TEMPERATURE VS EXTREMITIES
+
| LEGEND SUBSET SELECTION
 
| (Future)
 
| (Future)
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req362">Req362</div>
+
| <div id="Bloat380">Bloat380</div>
| CREATURE SUBTYPES AND TEMPERATURE
+
| MOODS AND IMPRESSIONS
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req363">Req363</div>
+
| <div id="Bloat381">Bloat381</div>
| VERMIN AND TEMPERATURE
+
| GENERALIZE ARCHITECTURE SYSTEM
 
| (Future)
 
| (Future)
| Vermin are currently unaffected by temperature and flows.
+
| The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req364">Req364</div>
+
| <div id="Bloat382">Bloat382</div>
| VENOM... BARRELS?
+
| MORE SPHERE LINKS FOR TEMPLES
 
| (Future)
 
| (Future)
| Traders bring venom in barrels instead of vials. This might be excessive.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req365">Req365</div>
+
| <div id="Bloat383">Bloat383</div>
| AGGRESSIVE SAPLING GROWTH
+
| GOBLIN DUNGEONS
 
| (Future)
 
| (Future)
| Saplings seem to show up all over the place, including under lava or water. Might be handled.
+
| 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="Req366">Req366</div>
+
 
| DISTANT OFFICERS
+
=Reqs=
 +
 
 +
Reqs are old bugs, additions and adjustments that have to be handled.
 +
 
 +
{| class="wikitable" valign="top"
 +
|- style="background:#EFEFEF"
 +
! style="width:10%"| Req-item
 +
! style="width:15%"| Name
 +
! style="width:10%"| Status
 +
! style="width:50%"| Description
 +
! style="width:15%"| Requirements
 +
|-
 +
| <div id="Req1">Req1</div>
 +
| PILE MASTERY AND TYPES
 
| (Future)
 
| (Future)
| It will often select the worst possible officer for a case. It should consider distance issues, for example.
+
| 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="Req367">Req367</div>
+
| <div id="Req2">Req2</div>
| LOST FOOD
+
| IMPROVED WORK ORDERS
 
| (Future)
 
| (Future)
| The eat job sometimes loses control over the munchy's location.
+
| 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="Req368">Req368</div>
+
| <div id="Req3">Req3</div>
| THE WELL BUCKET AND MAGMA
+
| TWEAK PRODUCTS OF WOOD BURNING
| (Future)
+
| Completed
| The well bucket is not affected by local temperatures as it should be when it descends.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req369">Req369</div>
+
| <div id="Req4">Req4</div>
| MISSING UNIFORM
+
| PAYMENT FOR STORAGE JOBS
| (Future)
+
| Completed
| When resetting clothing for temperature conditions, it can destroy guard uniforms.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req370">Req370</div>
+
| <div id="Req5">Req5</div>
| EATING IN STRANGE ROOMS
+
| STOP TREES FROM BEING ADJACENT
| (Future)
+
| Completed
| The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
 
 
|  
 
|  
|-
 
| <div id="Req371">Req371</div>
 
| AXE USE DEACTIVATED
 
| (Future)
 
| Deactivating squads can do strange things to axe use preference.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req372">Req372</div>
+
| <div id="Req6">Req6</div>
| TANTRUM EXHAUSTION
+
| CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS
| (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.
 
|
 
|-
 
| <div id="Req373">Req373</div>
 
| RAMP WALLS
 
 
| Completed
 
| 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)
 
| Evaluate alternatives to the 50 per type animal cap.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req375">Req375</div>
+
| <div id="Req7">Req7</div>
| OTHER CAVES
+
| PARTY NOTIFICATION OPTION
 
| (Future)
 
| (Future)
| Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
+
| Option to turn off notification about dwarves organizing parties.
 
|  
 
|  
 
|-
 
|-
| <div id="Req376">Req376</div>
+
| <div id="Req8">Req8</div>
| ADV MODE LIGHTING PROBLEMS
+
| RIVER ACTIVITY AND ATTACKS
 
| (Future)
 
| (Future)
| There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req377">Req377</div>
+
| <div id="Req9">Req9</div>
| AMAZING VERMIN ENTRY
+
| RESTRAINED SLEEP
 
| (Future)
 
| (Future)
| Eater vermin from map features can get into things that are impossible to get into.
+
| People don't sleep/rest when they are chained/caged.
 
|  
 
|  
 
|-
 
|-
| <div id="Req378">Req378</div>
+
| <div id="Req10">Req10</div>
| LACK OF FLUID MIXING IN CONTAINERS
+
| CARETAKER WELL USE
| (Future)
+
| Completed
| 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.
+
| Caretakers seeking water should be able to use wells.
 
|  
 
|  
 
|-
 
|-
| <div id="Req379">Req379</div>
+
| <div id="Req11">Req11</div>
| TRAILS AND ROADS
+
| IMPROVED RESCUE
 
| (Future)
 
| (Future)
| There should be trails and roads all over the place in civilized areas.
+
| People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
 
|  
 
|  
 
|-
 
|-
| <div id="Req380">Req380</div>
+
| <div id="Req12">Req12</div>
| AREA DIFFICULTIES
+
| WRESTLE TARGET PROBLEMS
| (Future)
+
| Completed
| There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
+
| A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
 
|  
 
|  
 
|-
 
|-
| <div id="Req381">Req381</div>
+
| <div id="Req13">Req13</div>
| MOOD WORKSHOP
+
| WINTER CAVE RIVER
| (Future)
+
| Completed
| There should be additional indicators of which workshop has been taken over by a mood dwarf.
+
| (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req382">Req382</div>
+
| <div id="Req14">Req14</div>
| OFFER CONFIRMATION
+
| OUTSIDE LAVA BLOCKING
| (Future)
+
| Completed
| A confirmation might be helpful for making offerings in the depot.
+
| Units shouldn't attempt to enter the map if you've blocked it off with lava.
 
|  
 
|  
 
|-
 
|-
| <div id="Req383">Req383</div>
+
| <div id="Req15">Req15</div>
| RAW FISH NAME
+
| LAVA AND TREES
| (Future)
+
| Completed
| Raw fish might need to be renamed for clarity
+
| Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
 
|  
 
|  
 
|-
 
|-
| <div id="Req384">Req384</div>
+
| <div id="Req16">Req16</div>
| BUILDING JOB CHECKS
+
| REMOVE PUBLIC CHEST/CABINETS
| (Future)
+
| Completed
| Need to look into how often buildings do job checks and when they reset their counters.
+
| This is part of the swap over to the bin system.
 
|  
 
|  
 
|-
 
|-
| <div id="Req385">Req385</div>
+
| <div id="Req17">Req17</div>
| HAUL JOB OVERRIDES
+
| AJAR DEFAULT DOOR SETTING
| (Future)
+
| Completed
| Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req386">Req386</div>
+
| <div id="Req18">Req18</div>
| PERSISTENT CURSOR POSITION
+
| ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES
 
| (Future)
 
| (Future)
| There are some mode changes in dwarf mode where the cursor position should persist.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req387">Req387</div>
+
| <div id="Req19">Req19</div>
| TOTAL PROFESSION NUMBERS
+
| TARGETING PROBLEM
| (Future)
+
| Completed
| There should be a way to view the total numbers enabled for each labor list item.
+
| Champions didn't seem to want to target anything.
 
|  
 
|  
 
|-
 
|-
| <div id="Req388">Req388</div>
+
| <div id="Req20">Req20</div>
| ROOM QUALITY DISPLAY
+
| PILE CHECKING
 
| (Future)
 
| (Future)
| There should be an easier way to view the quality of a room.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req389">Req389</div>
+
| <div id="Req21">Req21</div>
| PERSONAL ROOM TRAFFIC
+
| BODYGUARDS LEAVING
 
| (Future)
 
| (Future)
| Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
+
| Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
 
|  
 
|  
 
|-
 
|-
| <div id="Req390">Req390</div>
+
| <div id="Req22">Req22</div>
| JOB INFORMATION
+
| HAULING PROFESSION
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req391">Req391</div>
+
| <div id="Req23">Req23</div>
| WOUNDED BABY CARE
+
| USE GROUNDING TO CURE TRAFFIC JAMS
| (Future)
+
| Completed
| Mothers don't care if their babies are wounded, even if they are being carried at the time.
 
 
|  
 
|  
|-
 
| <div id="Req392">Req392</div>
 
| 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>
+
| <div id="Req24">Req24</div>
| MINING SKILL SETTINGS
+
| TRANSFER PILES
 
| (Future)
 
| (Future)
| There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req394">Req394</div>
+
| <div id="Req25">Req25</div>
| VARIOUS COMPENSATION METHODS
+
| TANTRUM THROWS
| (Future)
+
| Completed
| Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
+
| Thrown tantrum objects don't hit other friendlies, but they should.
 
|  
 
|  
 
|-
 
|-
| <div id="Req395">Req395</div>
+
| <div id="Req26">Req26</div>
| HOLDING ARTIFACTS
+
| SLEEPING THROUGH TANTRUMS
| (Future)
+
| Completed
| 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.
+
| Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
 
|  
 
|  
 
|-
 
|-
| <div id="Req396">Req396</div>
+
| <div id="Req27">Req27</div>
| OBSTACLE HANDLING FOR BUILDERS AND MINERS
+
| IMPROVED WORKSHOP INTERFACES
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req397">Req397</div>
+
| <div id="Req28">Req28</div>
| ERRONEOUS CAGED UNIT DEATHS
+
| CHASMING REFUSE
| (Future)
+
| Completed
| 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).
+
| They used to throw refuse in the chasm. Now they don't. They should.
 
|  
 
|  
 
|-
 
|-
| <div id="Req398">Req398</div>
+
| <div id="Req29">Req29</div>
| PLATE/CHAIN LAYERING VS. ARMOR LEVEL
+
| SOLDIER PROFILES
 
| (Future)
 
| (Future)
| Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req399">Req399</div>
+
| <div id="Req30">Req30</div>
| DIRT ROADS ON ICE
+
| MORE TRADE GOODS
| (Future)
+
| Completed
| When roads are built over ice, trampled dirt can be created spontaneously.
+
| Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Req400">Req400</div>
+
| <div id="Req31">Req31</div>
| DYED CLOTH STOCKPILE SEPARATION
+
| EXPAND AVAILABLE EQUIPMENT FOR SETTLERS
| (Future)
+
| Completed
| The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req401">Req401</div>
+
| <div id="Req32">Req32</div>
| PREMATURE TRADE SCREEN EXITS
+
| SKILL SYNERGY
 
| (Future)
 
| (Future)
| It's easy to skip out of the trade agreement screens without knowing what happened.
+
| Have some skills give bonuses to other skills.
 
|  
 
|  
 
|-
 
|-
| <div id="Req402">Req402</div>
+
| <div id="Req33">Req33</div>
| SAVE TO MAIN MENU TRANSITION
+
| SMARTER ENGRAVER
| (Future)
+
| Completed
| Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
+
| Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req403">Req403</div>
+
| <div id="Req34">Req34</div>
| DAMBLOCK OPTS
+
| SHODDY ITEMS
 
| (Future)
 
| (Future)
| There are some optimizations that can be made to the damage blocking calculations.
+
| Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
 
|  
 
|  
 
|-
 
|-
| <div id="Req404">Req404</div>
+
| <div id="Req35">Req35</div>
| STILL BARRELS
+
| SHODDY START ITEMS
 
| (Future)
 
| (Future)
| If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
+
| 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="Req405">Req405</div>
+
| <div id="Req37">Req37</div>
| VERMIN TRACKING
+
| TRIGGER LINK INTERFACE
 
| (Future)
 
| (Future)
| There are some problems with the accounting of vermin populations.
+
| It could be more clear about what you are linking to and what it will do.
 
|  
 
|  
 
|-
 
|-
| <div id="Req406">Req406</div>
+
| <div id="Req38">Req38</div>
| PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU
+
| JOB INFORMATION RETENTION
 
| (Future)
 
| (Future)
| Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
+
| 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="Req407">Req407</div>
+
| <div id="Req39">Req39</div>
| RECLAIM STACKS
+
| AXES FOR WOODCUTTERS
| (Future)
+
| Completed
| 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>
+
| <div id="Req40">Req40</div>
| DOMESTICATION AND ENTITY DEFS
+
| IMPROVED OUTPOST LIAISON
| (Future)
+
| Completed
| The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
+
| Liaison should come earlier and be more useful.
 
|  
 
|  
 
|-
 
|-
| <div id="Req409">Req409</div>
+
| <div id="Req41">Req41</div>
| BAG RESERVES
+
| BUILDING CONSTRUCTION ITEM SELECTION
| (Future)
+
| Completed
| The ability to reserve bags for uses other than seed storage would be useful.
+
| 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="Req410">Req410</div>
+
| <div id="Req42">Req42</div>
| KITCHEN ISSUES
+
| STOP JOB RESUME WHEN UNDER ATTACK
| (Future)
+
| Completed
| 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>
+
| <div id="Req43">Req43</div>
| ZOOMING AROUND
+
| MOVIE MAKER INTERFACE
 
| (Future)
 
| (Future)
| It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
+
| Put fast-forward back in, some other tweaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Req412">Req412</div>
+
| <div id="Req44">Req44</div>
| DROWSINESS VS. KNOCKOUTS
+
| JOB ASSIGN OPTIMIZATION
| (Future)
+
| Completed
| Dwarves can having drowsiness problems if they are KO'd for long periods of time.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req413">Req413</div>
+
| <div id="Req45">Req45</div>
| PAIRED ITEMS ON ARMOR STANDS
+
| TARGET OPTIMIZATION
| (Future)
+
| Completed
| Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
+
| (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
 
|  
 
|  
 
|-
 
|-
| <div id="Req414">Req414</div>
+
| <div id="Req46">Req46</div>
| EQUIPMENT STORAGE
+
| JOB AMOUNT ABUSE
 
| (Future)
 
| (Future)
| Need to salvage some armor stand/weapon rack storage code for use by soldiers.
+
| Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
 
|  
 
|  
 
|-
 
|-
| <div id="Req415">Req415</div>
+
| <div id="Req47">Req47</div>
| SCHEDULING ISSUES
+
| GENERAL CHASMING OF ITEMS
| (Future)
+
| Completed
| There are some minor adventure mode town schedule issues that need addressing.
+
| Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
 
|  
 
|  
 
|-
 
|-
| <div id="Req416">Req416</div>
+
| <div id="Req48">Req48</div>
| PAIRED IMPROVEMENTS
+
| NO RECORD
| (Future)
+
| Completed
| For the most part, improvements on pregenerated paired items should be made identical.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req417">Req417</div>
+
| <div id="Req49">Req49</div>
| "WATER"SKINS?
+
| POUR BUCKETS INTO BARRELS
| (Future)
+
| Completed
| Military dwarves should be apt to carry booze instead of water.
 
 
|  
 
|  
|-
 
| <div id="Req418">Req418</div>
 
| WEIGHT AND VALUE PROBLEMS
 
| (Future)
 
| There are a lot of inconsistencies with weight and value numbers in the raws.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req419">Req419</div>
+
| <div id="Req50">Req50</div>
| PRICE SETTER STORAGE
+
| ERRANT BLOOD PLACEMENT
| (Future)
+
| Completed
| Technical issue with price setter storage.
+
| In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req420">Req420</div>
+
| <div id="Req51">Req51</div>
| DRINK JOB CONNECTION CHECKS
+
| OVER-POWERED TANTRUMS
 
| (Future)
 
| (Future)
| Some drink jobs don't check connectivity correctly.
+
| Damaging certain buildings is too easy.
 
|  
 
|  
 
|-
 
|-
| <div id="Req421">Req421</div>
+
| <div id="Req52">Req52</div>
| BUILDING NAMES
+
| NO RECORD
| (Future)
+
| Completed
| Custom names for buildings. For stockpiles they can be inherited by containers.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req422">Req422</div>
+
| <div id="Req53">Req53</div>
| ROCKY ROAD
+
| NO RECORD
| (Future)
+
| Completed
| Road building can be annoying on rocky maps.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req423">Req423</div>
+
| <div id="Req54">Req54</div>
| WEALTH OVERCOUNTS
+
| FOCUS 3D
 
| (Future)
 
| (Future)
| Held/worn items are counted too much toward fortress wealth.
+
| Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
 +
|-
 +
| <div id="Req55">Req55</div>
 +
| NO RECORD
 +
| Completed
 
|  
 
|  
|-
 
| <div id="Req424">Req424</div>
 
| 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>
+
| <div id="Req56">Req56</div>
| DWARVEN WAGONS
+
| NO RECORD
 
| Completed
 
| Completed
| Dwarves have wagons, so they should use them to trade.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req426">Req426</div>
+
| <div id="Req57">Req57</div>
| WATERFALL EDGES
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req58">Req58</div>
| ELITE SOLDIER SETTINGS
+
| SOLDIERS ON TOP OF MILITARY SCREEN
| (Future)
+
| Completed
| 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>
+
| <div id="Req59">Req59</div>
| TASK PRIORITIES
+
| COLOR ON UNIT SCREEN
| (Future)
+
| Completed
| 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>
 
| 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>
+
| <div id="Req60">Req60</div>
| JOB POSSIBILITIES DISPLAYED
+
| BLOCK EXPLANATIONS
| (Future)
+
| Completed
| When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
+
| Can't tell what's blocking you when are blocked going down dwarf stairs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req431">Req431</div>
+
| <div id="Req61">Req61</div>
| EQUIPMENT CLEANING
+
| INVASION AFTER-EFFECTS
 
| (Future)
 
| (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.
+
| If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
 
|  
 
|  
 
|-
 
|-
| <div id="Req432">Req432</div>
+
| <div id="Req62">Req62</div>
| SETUP SCREEN CHANGES
+
| SITE CLIFF DEFINITION
| (Future)
+
| Completed
| 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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req433">Req433</div>
+
| <div id="Req63">Req63</div>
| FLOATING
+
| SMALL PET ATTACHMENTS
 
| (Future)
 
| (Future)
| Objects with proper densities should float in liquids. This should also apply to swimming creatures.
+
| People don't care when their smaller pets die.
 
|  
 
|  
 
|-
 
|-
| <div id="Req434">Req434</div>
+
| <div id="Req64">Req64</div>
| MESSAGE CONTROL
+
| ACCESSIBILITY ISSUES
 
| (Future)
 
| (Future)
| All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req435">Req435</div>
+
| <div id="Req65">Req65</div>
| SETTINGS FOR BASIC JOBS
+
| CRASH BUG WITH BOWS
| (Future)
+
| Completed
| 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>
+
| <div id="Req66">Req66</div>
| EQUIPMENT DISPOSAL
+
| PROBLEM WITH POPULATION CREATION
| (Future)
+
| Completed
| 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>
 
| 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>
+
| <div id="Req67">Req67</div>
| REFERENCE UPDATE
+
| MONSTER BURIAL
| (Future)
+
| Completed
| Some internal references should be stored differently.
+
| They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req439">Req439</div>
+
| <div id="Req68">Req68</div>
| FISHERY AUTOMATION
+
| HUNTING ARMOR
 
| (Future)
 
| (Future)
| The fishery (and other workshops) should have automation features.
+
| Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
 
|  
 
|  
 
|-
 
|-
| <div id="Req440">Req440</div>
+
| <div id="Req69">Req69</div>
| TRAVELER OUTFITS
+
| IMPROPER BURIAL
| (Future)
+
| Completed
| Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
+
| They put a corpse in a coffin that wasn't flagged "Use for Burial".
 
|  
 
|  
 
|-
 
|-
| <div id="Req441">Req441</div>
+
| <div id="Req70">Req70</div>
| CHILDREN AND GROWTH
+
| BREAKUP ITEM STACKS
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req442">Req442</div>
+
| <div id="Req71">Req71</div>
| SHOPKEEPERS AND THEIR INVENTORY
+
| ARMY PROFILES
 
| (Future)
 
| (Future)
| Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req443">Req443</div>
+
| <div id="Req72">Req72</div>
| UNIT-JOB SCREEN IMPROVEMENTS
+
| WILD BEASTS POPULATING SITES
| (Future)
+
| Completed
| 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="Req73">Req73</div>
 +
| SOME CODE CLEANING
 +
| Completed
 +
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req444">Req444</div>
+
| <div id="Req74">Req74</div>
| FLEEING SOLDIER AI
+
| MINING DESIGNATIONS
 
| (Future)
 
| (Future)
| Fleeing soldiers don't cope well with not being able to reach their exit location.
+
| A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
 
|  
 
|  
 
|-
 
|-
| <div id="Req445">Req445</div>
+
| <div id="Req75">Req75</div>
| INJURED HUNTERS
+
| REWALL
| (Future)
+
| Completed
| Injured hunters should not attempt to hunt in general.
+
| Option to re-wall or fill in channels, using some stone.
 
|  
 
|  
 
|-
 
|-
| <div id="Req446">Req446</div>
+
| <div id="Req76">Req76</div>
| COOKING SELECTION ISSUE
+
| INTELLIGENT HUNTING
 
| (Future)
 
| (Future)
| Cooking had an issue where it selected a barrel and the object inside of it.
+
| Crossbow hunters should be more intelligent about their ammo.
 
|  
 
|  
 
|-
 
|-
| <div id="Req447">Req447</div>
+
| <div id="Req77">Req77</div>
| PRESERVING VALUABLE STONES
+
| SOME NEW WILDERNESS CREATURE TYPES
 
| Completed
 
| Completed
| There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req448">Req448</div>
+
| <div id="Req78">Req78</div>
| INTERRUPTED JOB DURATIONS
+
| TWEAK FOR PILES
| (Future)
+
| Completed
| Issue with job durations versus interruptions.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req449">Req449</div>
+
| <div id="Req79">Req79</div>
| BARRACKS ASSIGNMENTS
+
| JOB CANCEL NOTICES
 
| (Future)
 
| (Future)
| Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req450">Req450</div>
+
| <div id="Req80">Req80</div>
| USEFUL BREAKS
+
| WILDERNESS INTERACTIONS
 
| (Future)
 
| (Future)
| Dwarves should actively pursue non-work related activities while they are taking breaks.
+
| Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
 
|  
 
|  
 
|-
 
|-
| <div id="Req451">Req451</div>
+
| <div id="Req81">Req81</div>
| LIAISON AND WORKERS
+
| ARTISANS WEARING ARMOR
 
| (Future)
 
| (Future)
| You should be able to request specific workers and worker types from your outpost liaison.
+
| Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
 
|  
 
|  
 
|-
 
|-
| <div id="Req452">Req452</div>
+
| <div id="Req82">Req82</div>
| IMPROVE LOCAL MATERIAL TABULATION
+
| NUMBERED JOB REPEAT
 
| (Future)
 
| (Future)
| The game doesn't quite have a handle on which materials are available locally. This would make demands more reasonable.
+
| Option to have numeric repeats for a job.
 
|  
 
|  
 
|-
 
|-
| <div id="Req453">Req453</div>
+
| <div id="Req83">Req83</div>
| COFFIN OBJECT ISSUES
+
| INTELLIGENT JOB HANDLING
 
| (Future)
 
| (Future)
| Issues with the items in coffins versus building destruction and rotting.
+
| More job suspensions rather than complete cancellations.
 
|  
 
|  
 
|-
 
|-
| <div id="Req454">Req454</div>
+
| <div id="Req84">Req84</div>
| FOOD SELECTION
+
| SKILL ROLL CONSISTENCY
 
| (Future)
 
| (Future)
| There are some issues with food choice relative to value and distance.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req455">Req455</div>
+
| <div id="Req85">Req85</div>
| RAMPS ON BOUNDARIES
+
| PAIN DEADENING AND SCARS
 
| (Future)
 
| (Future)
| Some ramps were omitted on block splits.
+
| 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.).
 
|  
 
|  
 
|-
 
|-
| <div id="Req456">Req456</div>
+
| <div id="Req86">Req86</div>
| KIDNAP INFO HANDLING
+
| JOB PRIORITIZING
 
| (Future)
 
| (Future)
| Kidnapped dwarves need to have more game info removed.
+
| 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).
 
|  
 
|  
 
|-
 
|-
| <div id="Req457">Req457</div>
+
| <div id="Req87">Req87</div>
| STEAM EFFECTS
+
| IMPROVE DROWNING
 
| (Future)
 
| (Future)
| There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req458">Req458</div>
+
| <div id="Req88">Req88</div>
| ZOMBIE BODIES
+
| STOCKS AND CORPSES
| (Future)
+
| Completed
| 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.
+
| Problem with corpses/body parts in the stockpile screen.
 
|  
 
|  
 
|-
 
|-
| <div id="Req459">Req459</div>
+
| <div id="Req89">Req89</div>
| CAVE-IN COLUMN WEIGHTS
+
| DIG INTERFACE PROBLEM
| (Future)
+
| Completed
| Cave-in columns need more careful weight calculations.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req460">Req460</div>
+
| <div id="Req90">Req90</div>
| INITIAL RIVER DISPLAY
+
| MULTIPLE AUTOMATED SHOP
 
| (Future)
 
| (Future)
| It needs to initialize river flow directions before the rivers are initially displayed.
+
| Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
 
|  
 
|  
 
|-
 
|-
| <div id="Req461">Req461</div>
+
| <div id="Req91">Req91</div>
| FLOWS AND DIRECTIONAL CALCULATIONS
+
| LEATHER COUNTING
 
| (Future)
 
| (Future)
| Certain flow calculations still only run in 4 directions.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req462">Req462</div>
+
| <div id="Req92">Req92</div>
| CONTAMINANT TEMPERATURE AND MOISTURE
+
| BETTER SHOOTING INTERFACE
 
| (Future)
 
| (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.
+
| Archery can neglect same square and grounded targets, need to have choice if many are in same square.
 
|  
 
|  
 
|-
 
|-
| <div id="Req463">Req463</div>
+
| <div id="Req93">Req93</div>
| FORBIDDEN WARES
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req94">Req94</div>
| EXCESSIVE BAIT
+
| ABANDONMENT FIX
| (Future)
+
| Completed
| Dwarves should not use entire stacks of meat or fish to bait traps.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req465">Req465</div>
+
| <div id="Req95">Req95</div>
| METAL BLOCK/BAR WEIGHTS
+
| BETTER TRAP TEXT
 
| (Future)
 
| (Future)
| Need to watch out for the weight of metal objects versus metal bars.
+
| Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
 
|  
 
|  
 
|-
 
|-
| <div id="Req466">Req466</div>
+
| <div id="Req96">Req96</div>
| WRESTLING GRASPS VERSUS OTHER ACTIONS
+
| LIGHTING
 
| (Future)
 
| (Future)
| It should be more difficult or impossible to use the grasps you are using for wrestling in other tasks at the same time.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req467">Req467</div>
+
| <div id="Req97">Req97</div>
| UNDEAD HEALING
+
| VERMIN SWARMS IN ADVENTURE MODE
| (Future)
+
| Completed
| Undead and construct-type creatures tend to heal when they shouldn't.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req468">Req468</div>
+
| <div id="Req98">Req98</div>
| EXTRACT MATERIALS
+
| ART IMAGES
| (Future)
+
| Completed
| 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>
+
| <div id="Req99">Req99</div>
| HUMAN MIGRANT ISSUES
+
| BURYING THINGS
 
| (Future)
 
| (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.
+
| Allow items to be buried under the soil.
 
|  
 
|  
 
|-
 
|-
| <div id="Req470">Req470</div>
+
| <div id="Req100">Req100</div>
| UNDEAD POPULATIONS
+
| COIN STORES
 
| (Future)
 
| (Future)
| Undead populations aren't tracked properly.
+
| 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="Req471">Req471</div>
+
| <div id="Req101">Req101</div>
| ASKING DIRECTIONS
+
| HAPPINESS UPON RELEASE FROM CONFINEMENT
| (Future)
+
| Completed
| 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>
+
| <div id="Req102">Req102</div>
| MIXING LIQUID CONTAMINANTS
+
| SOME WAGE ADJUSTMENTS
 
| (Future)
 
| (Future)
| Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question.
+
| Jeweler and mechanic jobs should take a little longer but pay more.
 
|  
 
|  
 
|-
 
|-
| <div id="Req473">Req473</div>
+
| <div id="Req103">Req103</div>
| MATERIAL REWRITE
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req104">Req104</div>
| PATH BUFFER CLEARING
+
| SLAYER ANNOUNCEMENT
 
| (Future)
 
| (Future)
| There's a bit of an optimization that can be done to the periodic path buffer clearing.
+
| In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
 
|  
 
|  
 
|-
 
|-
| <div id="Req475">Req475</div>
+
| <div id="Req105">Req105</div>
| SIEGE ENGINES AND THE Z AXIS
+
| SOME BUILDING INTERACTIONS
| (Future)
+
| Completed
| Siege engines need to respect the z axis.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req476">Req476</div>
+
| <div id="Req106">Req106</div>
| DEEP OBJECT PLACEMENT ISSUE
+
| FINALIZING THE STATE OF ACTIVE FLOWS
 
| (Future)
 
| (Future)
| There's an issue with object placement in one of the deep areas.
+
| If flows are active when the player quits, their effects need to be handled.
 
|  
 
|  
 
|-
 
|-
| <div id="Req477">Req477</div>
+
| <div id="Req107">Req107</div>
| CONNECTED SITE COMPONENTS
+
| PRIMITIVE WEAPONS
 
| (Future)
 
| (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.
+
| Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
 
|  
 
|  
 
|-
 
|-
| <div id="Req478">Req478</div>
+
| <div id="Req108">Req108</div>
| LOCAL ARMY MOVEMENT
+
| INTERFACE BINDINGS
| (Future)
+
| Completed
| 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>
 
| GOBLIN TOWER ISSUES
 
| (Future)
 
| There are some issues with swamps, vegetation and subterranean areas in goblin towers.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req480">Req480</div>
+
| <div id="Req109">Req109</div>
| DWARVES ON FIRE
+
| FINISH TRAP BAITING
 
| (Future)
 
| (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.
+
| It's very sparse right now. Gems aren't actually used.
 
|  
 
|  
 
|-
 
|-
| <div id="Req481">Req481</div>
+
| <div id="Req110">Req110</div>
| HATCH OPENING FOR DIAGONAL FLIERS
+
| NEMESIS TRADES
 
| (Future)
 
| (Future)
| It needs to be more specific about how fliers moving diagonally and up interact with multiple hatches.
+
| If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
 
|  
 
|  
 
|-
 
|-
| <div id="Req482">Req482</div>
+
| <div id="Req111">Req111</div>
| FISH CLEANING IMPROVEMENTS
+
| FILE I/O CHECKING
 
| (Future)
 
| (Future)
| You should be able to remove relevant portions (shell/bones) of fish during cleaning.
+
| It could give more feedback about save/load errors.
 
|  
 
|  
 
|-
 
|-
| <div id="Req483">Req483</div>
+
| <div id="Req112">Req112</div>
| BLOOD VISIBILITY
+
| ITEM AGGREGATES
 
| (Future)
 
| (Future)
| Blood of all types should be visible on whatever color stone it falls on.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req484">Req484</div>
+
| <div id="Req113">Req113</div>
| WIND
+
| RACE SPECIFIC PROFESSION NAMES
| (Future)
+
| Completed
| Local wind patterns need to be more interesting.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req485">Req485</div>
+
| <div id="Req114">Req114</div>
| GROUNDED/SWIMMING
+
| DWARF LEVEL TWISTING ISSUES
| (Future)
+
| Completed
| Need to square the commonly-used notion of being on the ground with swimming.
+
| Can see/shoot through dwarf twisted areas improperly sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req486">Req486</div>
+
| <div id="Req115">Req115</div>
| VISION AND SWIMMING
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req116">Req116</div>
| WATER PRESERVATION
+
| PROBLEM WITH LEAVES TEXT
| (Future)
+
| Completed
| There are some cases where water is deleted when it might be pushed away to other tiles instead.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req488">Req488</div>
+
| <div id="Req117">Req117</div>
| WARM STONE PROBLEM
+
| PET CAGE ASSIGNMENT PROBLEM
 
| (Future)
 
| (Future)
| There are some rare cases where warm stone next to lava gets its temperature reset.
+
| Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
 
|  
 
|  
 
|-
 
|-
| <div id="Req489">Req489</div>
+
| <div id="Req118">Req118</div>
| MIGRANT CHILDREN AGES
+
| SOLDIER STATIONING LOAD PROBLEM
| (Future)
+
| Completed
| The ages of migrant children are not based on the raws.
+
| Bug with soldier stationing after load.
 
|  
 
|  
 
|-
 
|-
| <div id="Req490">Req490</div>
+
| <div id="Req119">Req119</div>
| MATERIAL DEMANDS AND MANDATES
+
| LOSS OF THREAD PLANT RESOURCES
| (Future)
+
| Completed
| Local materials lists for demands aren't compiled properly now.
+
| It still gives you one thread from pig tail(5).
 
|  
 
|  
 
|-
 
|-
| <div id="Req491">Req491</div>
+
| <div id="Req120">Req120</div>
| ADVENTURE MODE TRADE SKILLS
+
| OFF DUTY SOLDIER STORES
 
| (Future)
 
| (Future)
| Some of the features from dwarf mode trade can be moved over to adventure mode.
+
| Off-duty soldiers don't store their belongings, but they should.
 
|  
 
|  
 
|-
 
|-
| <div id="Req492">Req492</div>
+
| <div id="Req121">Req121</div>
| MELTED OBJECT SIZE
+
| BACKPACK AND QUIVER USE
| (Future)
+
| Completed
| When objects change states, their sizes need to be tracked more carefully.
+
| Problem with quivers and backpacks conflicting in dwarf mode especially.
 
|  
 
|  
 
|-
 
|-
| <div id="Req493">Req493</div>
+
| <div id="Req122">Req122</div>
| MISSING MIGRANT TYPES
+
| RESPECT BELT SLOT
| (Future)
+
| Completed
| A few professions don't occur as migrant types.
+
| The belt inventory slot is created by pants, but this is only partially respected.
 
|  
 
|  
 
|-
 
|-
| <div id="Req494">Req494</div>
+
| <div id="Req123">Req123</div>
| INITIALIZING PREFERENCES ISSUE
+
| NO RECORD
| (Future)
+
| Completed
| There's a minor issue with unit preferences and which ones it knows about at which times.
 
 
|  
 
|  
|-
 
| <div id="Req495">Req495</div>
 
| FISH SEARCH
 
| (Future)
 
| Fisherdwarves don't make the same efforts to find locations as thirsty dwarves.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Req496">Req496</div>
+
| <div id="Req124">Req124</div>
| WORLD MIGRANT LINKS
+
| CAVE-IN RAMIFICATIONS
 
| (Future)
 
| (Future)
| Migrants joining towns on the world map don't get proper entity links.
+
| There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
 
|  
 
|  
 
|-
 
|-
| <div id="Req497">Req497</div>
+
| <div id="Req125">Req125</div>
| RIVER STONES FOR ENTITIES
+
| BUILDING DAMAGE AND INVADERS
 
| (Future)
 
| (Future)
| Civilizations don't use alluvial deposits properly.
+
| Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req498">Req498</div>
+
| <div id="Req126">Req126</div>
| SAME-SQUARE MOVEMENT
+
| INVADERS AND WELLS
| (Future)
+
| Completed
| There are some adventure mode issues with same-square interactions.
+
| (Obsolete) Invaders are blocked by wells, but they don't destroy them.
 
|  
 
|  
 
|-
 
|-
| <div id="Req499">Req499</div>
+
| <div id="Req127">Req127</div>
| BETTER PRESSURE
+
| CLARIFY DOOR DESIGNATIONS
 
| Completed
 
| Completed
| Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
+
| The door designations are very confusing right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Req500">Req500</div>
+
| <div id="Req128">Req128</div>
| SITE POPULATIONS
+
| TRAFFIC JAMS
| (Future)
+
| Completed
| There are various little issues with site animal populations that need to be cleaned up.
+
| The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
 
|  
 
|  
 
|-
 
|-
| <div id="Req501">Req501</div>
+
| <div id="Req129">Req129</div>
| MINOR WILDERNESS POP ISSUES
+
| IMPROVE COOKING
 
| (Future)
 
| (Future)
| There are some minor issues with the distributions of local wilderness populations.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req502">Req502</div>
+
| <div id="Req130">Req130</div>
| FROZEN WATER CONTAMINANTS
+
| SOME MORE END GAME STUFF
 
| (Future)
 
| (Future)
| Contaminants for frozen liquids aren't tracked carefully enough.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req503">Req503</div>
+
| <div id="Req131">Req131</div>
| FLIERS/SWIMMERS AND BUILDING TARGETING
+
| RECEIVING OFFERINGS
 
| (Future)
 
| (Future)
| Creatures with unusual movement types can't target buildings properly.
+
| When you get king, you should receive offerings.
 
|  
 
|  
 
|-
 
|-
| <div id="Req504">Req504</div>
+
| <div id="Req132">Req132</div>
| RUIN PLACEMENT
+
| ELF CHECK DEFICIENCIES
 
| (Future)
 
| (Future)
| Ruin placement is disabled in sites that become crowded with buildings, but it should adapt instead.
+
| Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
 
|  
 
|  
 
|-
 
|-
| <div id="Req505">Req505</div>
+
| <div id="Req133">Req133</div>
| CAVE-IN DUST
+
| ELVEN TRADE GOODS
 
| (Future)
 
| (Future)
| Dust flows from cave-ins need to be generated more carefully.
+
| Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
 
|  
 
|  
 
|-
 
|-
| <div id="Req506">Req506</div>
+
| <div id="Req134">Req134</div>
| IMPROVED CAVE-IN MECHANICS
+
| FORTIFICATION OBJECT PROBLEMS
 
| (Future)
 
| (Future)
| The cave-in framework isn't being used for much. There should be more requirements for supports again.
+
| Lost projectiles in fortified squares can cause complications. You should be able to retrieve them somehow.
 
|  
 
|  
 
|-
 
|-
| <div id="Req507">Req507</div>
+
| <div id="Req135">Req135</div>
| SOIL CAVE-INS
+
| HIDDEN REQUIRED FUN STUFF
 
| (Future)
 
| (Future)
| Certain rock/ground types shouldn't support anything by themselves.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req508">Req508</div>
+
| <div id="Req136">Req136</div>
| WALKING ON BUILDINGS
+
| ADVANCED STEALTH
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req509">Req509</div>
+
| <div id="Req137">Req137</div>
| CASTRATING ANIMALS
+
| ORPHANED BABIES
 
| (Future)
 
| (Future)
| Dwarves should be able to castrate male animals. Spaying female animals might be beyond the ability of dwarves to do reliably.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req510">Req510</div>
+
| <div id="Req138">Req138</div>
| FIRES IN CONTAINERS
+
| ALCHEMY AND HEALING
 
| (Future)
 
| (Future)
| Fires should not be able to burn in sealed containers.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req511">Req511</div>
+
| <div id="Req139">Req139</div>
| ARMORED AGAINST JUSTICE
+
| POSSIBLE KO BUG
| (Future)
+
| Completed
| 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.
+
| Repeated KOs cause you to stay out longer, but the variable that causes this might never clear in your lifetime.
 
|  
 
|  
 
|-
 
|-
| <div id="Req512">Req512</div>
+
| <div id="Req140">Req140</div>
| PERSONAL HYGIENE
+
| BETTER JOB CANCELLATION
 
| (Future)
 
| (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.
+
| If you are a few steps from completing your job and get a little hungry, you should stick it out.
 
|  
 
|  
 
|-
 
|-
| <div id="Req513">Req513</div>
+
| <div id="Req141">Req141</div>
| FOOD PLURALS
+
| HANDLE DISCONNECTED COMPONENTS
| (Future)
+
| Completed
| Food items need plurals (for the description screen for example).
+
| Sometimes needs to deal with disconnected caves on loss.
 
|  
 
|  
 
|-
 
|-
| <div id="Req514">Req514</div>
+
| <div id="Req142">Req142</div>
| MAP GENERATION BIAS
+
| WEIGHT/INJURY INTERFACE
 
| (Future)
 
| (Future)
| The mid-level square maps never use the bottom right corner if all biome priorities are the same.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req515">Req515</div>
+
| <div id="Req143">Req143</div>
| CONSTRUCTION BUILDING PLACEMENT
+
| ADVENTURE WEAR ISSUES
 
| (Future)
 
| (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.
+
| The wearing things in adventure mode should take time and be interruptable.
 
|  
 
|  
 
|-
 
|-
| <div id="Req516">Req516</div>
+
| <div id="Req144">Req144</div>
| ELVES TRADING ANIMALS
+
| NAME ENTRY
| (Future)
+
| Completed
| Elves should be reluctant to trade animals to dwarves they haven't built up a relationship with.
+
| Ability to enter name manually, at least your first name (which is never translated).
 
|  
 
|  
 
|-
 
|-
| <div id="Req517">Req517</div>
+
| <div id="Req145">Req145</div>
| KIDNAP THOUGHT
+
| CHANNEL INTERFACE PROBLEMS
| (Future)
+
| Completed
| Children should have some kind of thought about being kidnapped.
+
| Sometimes channels can display several times because of the way it links them. This can be changed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req518">Req518</div>
+
| <div id="Req146">Req146</div>
| OFFICE WORK
+
| PILE ISSUES
 
| (Future)
 
| (Future)
| Proper office work should require a table by the chair.
+
| Hunter should bring corpses to refuse pile if no available butcher's shop and clean up the pile mastery interface.
 
|  
 
|  
 
|-
 
|-
| <div id="Req519">Req519</div>
+
| <div id="Req147">Req147</div>
| BEAST INTERRUPTIONS
+
| BUILD PATH VIOLATION
| (Future)
+
| Completed
| Beasts should not constantly interrupt workers that aren't actual under threat.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req520">Req520</div>
+
| <div id="Req148">Req148</div>
| EASY-TO-SKIP MEETING SCREENS
+
| EXPANDED DUNGEON AI
 
| (Future)
 
| (Future)
| It's too easy to skip passed important meeting screens by pressing space.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req521">Req521</div>
+
| <div id="Req149">Req149</div>
| WATERY RAMPS
+
| FINISH ITEM DAMAGE
 
| (Future)
 
| (Future)
| Rivers and pools need ramps for the most part, so you can move in and out of them. Seashores too.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req522">Req522</div>
+
| <div id="Req150">Req150</div>
| FLYING UP
+
| SAFE-CAGING ISSUES
| (Future)
+
| Completed
| In adventure mode, it needs to allocate sky for you if you try to fly up into unallocated areas.
+
| Possible problem with caging dangerous animals.
 
|  
 
|  
 
|-
 
|-
| <div id="Req523">Req523</div>
+
| <div id="Req151">Req151</div>
| STREAM WATER FEET
+
| LEGENDS SCREEN
| (Future)
+
| Completed
| Stance points need to get water covers when walking over wet streams.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req524">Req524</div>
+
| <div id="Req152">Req152</div>
| SALT WATER PONDS
+
| GRAMMAR PROBLEMS
 
| (Future)
 
| (Future)
| You can't designate salt water as a water source, so you can't make salt water ponds from the ocean for example.
+
| There are various grammar problems.
 
|  
 
|  
 
|-
 
|-
| <div id="Req525">Req525</div>
+
| <div id="Req153">Req153</div>
| MORE RIVERS
+
| LINE DRAWING
| (Future)
+
| Completed
| 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.
+
| Basic problem with how line code treats adjacent squares.
 
|  
 
|  
 
|-
 
|-
| <div id="Req526">Req526</div>
+
| <div id="Req154">Req154</div>
| WOOD RAW TOKENS
+
| PROBLEM WITH SECONDARY SCROLLING
| (Future)
+
| Completed
| Wood raws are missing a lot of customizable properties that other materials have.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req527">Req527</div>
+
| <div id="Req155">Req155</div>
| PROMPT MEETINGS
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req156">Req156</div>
| SOME NEW STOCKPILE SETTINGS
+
| PROJECTILE UNIT KILL CAUSES
 
| (Future)
 
| (Future)
| People wanted stockpiles of meltables, stockpiles that exclude meltables, and stockpiles that distinguish dyed and undyed objects.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req529">Req529</div>
+
| <div id="Req157">Req157</div>
| CONSTRUCTION WEAR
+
| PROBLEM WITH DISTANCE CALCULATION
| (Future)
+
| Completed
| Constructions don't wear down in the same way that regular smoothed walls do.
 
 
|  
 
|  
|-
 
| <div id="Req530">Req530</div>
 
| 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>
+
| <div id="Req158">Req158</div>
| IMPROVED WORLD MAP DURING EMBARK
+
| THEFT WEIGHT LIMITS
 
| (Future)
 
| (Future)
| The tiles on the world map should be more representative of what's actually there.
+
| Fix up theft weight limits. They are currently arbitrary.
 
|  
 
|  
 
|-
 
|-
| <div id="Req532">Req532</div>
+
| <div id="Req159">Req159</div>
| EDGE PROJECTILES
+
| ANIMAL MISCHIEF BROKEN
| (Future)
+
| Completed
| Ammunition fired at the edge of the play area shouldn't bounce against it.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req533">Req533</div>
+
| <div id="Req160">Req160</div>
| BUILDING CONSTRUCTION INCONSISTENCIES
+
| INVENTORY PROBLEMS
| (Future)
+
| Completed
| There are some issues about diagonal access and so on with building constructions.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req534">Req534</div>
+
| <div id="Req161">Req161</div>
| MINING SIDES
+
| LEADER TITLES
 
| (Future)
 
| (Future)
| Dwarves sometimes go on a long detour to mine a wall from a particular side.
+
| Civilization leaders need proper titles.
 
|  
 
|  
 
|-
 
|-
| <div id="Req535">Req535</div>
+
| <div id="Req162">Req162</div>
| WATER CONTAMINANT CONTROLS
+
| ENTITY RECIPES
 
| (Future)
 
| (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.
+
| 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
 +
|
 
|  
 
|  
 
|-
 
|-
| <div id="Req536">Req536</div>
+
| <div id="Req164">Req164</div>
| MAP BOULDER
+
| ITEM DAMAGE ISSUES
 
| (Future)
 
| (Future)
| Should be able to pull up a stone object from boulder tiles.
+
| Handle projectile damage for odd objects. There are also problems with projectile damage being used when ammo is used in close combat.
 
|  
 
|  
 
|-
 
|-
| <div id="Req537">Req537</div>
+
| <div id="Req165">Req165</div>
| MASTER RECORD KEEPER
+
| REFINE POISONING
 
| (Future)
 
| (Future)
| Record keepers gain skill too quickly.
+
| Refine unit contamination amounts and levels.
 
|  
 
|  
 
|-
 
|-
| <div id="Req538">Req538</div>
+
| <div id="Req166">Req166</div>
| MORE VEGETATION CONTROL
+
| REFINE WAGON AI
| (Future)
+
| Completed
| Should be able to designation permanent zones for plant gathering and wood chopping and suspend all of these jobs as well.
+
| Improve wagon scuttling code. They shouldn't just die immediately if they can't find their way.
 
|  
 
|  
 
|-
 
|-
| <div id="Req539">Req539</div>
+
| <div id="Req167">Req167</div>
| UNDIGNIFIED DIGGING
+
| NO RECORD
| (Future)
+
| Completed
| 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>
+
| <div id="Req168">Req168</div>
| FULL REACTION CLASSES
+
| ADVENTURER RIDERS
 
| (Future)
 
| (Future)
| Reaction classes need full definitions instead of just tokens like "FLUX" so that they can have more associated text and information.
+
| Your adventurer should be able to ride creatures. There are some issues that need to be resolved before this is possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Req541">Req541</div>
+
| <div id="Req169">Req169</div>
| WATERPROOF AXLES
+
| RAMP USAGE
| (Future)
+
| Completed
| Somebody wanted to stick an axle through a wall without it leaking everywhere.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req542">Req542</div>
+
| <div id="Req170">Req170</div>
| NOBLE QUEUE ISSUES
+
| PROBLEM WITH ANIMAL TRAINING AND 3D
| (Future)
+
| Completed
| The queue for meetings is updated sort of haphazardly. It could afford to be more organized.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req543">Req543</div>
+
| <div id="Req171">Req171</div>
| MEETING/CONVERSATION/GAME/PARTY LINKS
+
| TARGETING AND MOVEMENT ISSUES
 
| (Future)
 
| (Future)
| Many social activities in the game should be further organized and consolidated.
+
| Some adventure mode melee targeting and movement code issues.
 
|  
 
|  
 
|-
 
|-
| <div id="Req544">Req544</div>
+
| <div id="Req172">Req172</div>
| WORK ANIMAL ASSIGNMENT
+
| PROBLEM WITH MULTIPLE HUMAN CIVS
 
| (Future)
 
| (Future)
| There are various issues with work animal assignment. It needs to be updated.
+
| It only checks one human civ per season, so some of the update code can work too slowly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req545">Req545</div>
+
| <div id="Req173">Req173</div>
| LAZY COMMANDERS
+
| CULLING
 
| (Future)
 
| (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.
+
| Cull things when there are too many. It needs to pick the things that are less likely to be missed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req546">Req546</div>
+
| <div id="Req174">Req174</div>
| MORE FARM FAILURE INFORMATION
+
| REASON FOR OFFERING
 
| (Future)
 
| (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.
+
| There's no point of offering goods to your own king right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Req547">Req547</div>
+
| <div id="Req175">Req175</div>
| AUTOSAVE NAME CONFUSION
+
| TRADE OPTIMIZATION
 
| (Future)
 
| (Future)
| Autosaves that are loaded can generating somewhat confusing save names that have multiple seasons.
+
| Improve trading code.
 
|  
 
|  
 
|-
 
|-
| <div id="Req548">Req548</div>
+
| <div id="Req176">Req176</div>
| IN-GAME INIT OPTION ACCESS
+
| PET TRADE PROBLEM
| (Future)
+
| Completed
| You should be able to change any reasonable init option within the game (flows as numbers, etc.).
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req549">Req549</div>
+
| <div id="Req177">Req177</div>
| PERSONALITY VS. PROFESSION
+
| KING ENTOURAGE
 
| (Future)
 
| (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.
+
| Handle offering inventory concerns with these migrants, and line them up nicely perhaps.
 
|  
 
|  
 
|-
 
|-
| <div id="Req550">Req550</div>
+
| <div id="Req178">Req178</div>
| CEILING INFORMATION
+
| NO RECORD
| (Future)
+
| Completed
| You should be given at least some information about the ceiling above a tile in certain circumstances.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req551">Req551</div>
+
| <div id="Req179">Req179</div>
| LOADED AREA IN OCEAN
+
| SMALL PET INVENTORY DESCRIPTIONS
 
| (Future)
 
| (Future)
| It keeps track of too many Z levels when you swim deep out into the ocean.
+
| Pet-in-inventory descriptions need to respect the body of the holder.
 
|  
 
|  
 
|-
 
|-
| <div id="Req552">Req552</div>
+
| <div id="Req180">Req180</div>
| STUCK AND CAN'T DIG
+
| ENGRAVING LOOK PROBLEMS
 
| (Future)
 
| (Future)
| Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
+
| You can see engraving descriptions even if you are off of the facing level.
 
|  
 
|  
 
|-
 
|-
| <div id="Req553">Req553</div>
+
| <div id="Req181">Req181</div>
| FLOWS VERSUS TREES
+
| MOUNT PROJECTILE ISSUES
 
| (Future)
 
| (Future)
| Water and magma should be able to flow passed (and burn for magma) trees.
+
| There are potential problems with riders when mount becomes projectile.
 
|  
 
|  
 
|-
 
|-
| <div id="Req554">Req554</div>
+
| <div id="Req182">Req182</div>
| WALLS VERSUS MAGMA
+
| BUILDING PLACEMENT INTERFACE
| (Future)
+
| Completed
| 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).
+
| Need to explain why red X appears.
 
|  
 
|  
 
|-
 
|-
| <div id="Req555">Req555</div>
+
| <div id="Req183">Req183</div>
| MORE EFFECTIVE TRADE AGREEMENTS
+
| LOOK/SHOOT INTERFACE
 
| (Future)
 
| (Future)
| Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
+
| Improve look interface code a bit. Let you choose targets in shoot/throw.
 
|  
 
|  
 
|-
 
|-
| <div id="Req556">Req556</div>
+
| <div id="Req184">Req184</div>
| SAVING SOUND OPTIONS
+
| FLOORS IN LOOK SENTENCES
| (Future)
+
| Completed
| You should be able to save sound options back to the init file from the sound options menu.
+
| In the look sentence in adventure mode, it could include information about the floor type.
 
|  
 
|  
 
|-
 
|-
| <div id="Req557">Req557</div>
+
| <div id="Req185">Req185</div>
| FROZEN RIVER SOURCES
+
| NO RECORD
| (Future)
+
| Completed
| River source squares that are just going to stack water on ice squares shouldn't make water.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req558">Req558</div>
+
| <div id="Req186">Req186</div>
| MORE INFORMATION ABOUT ITEMS IN USE
+
| PROPER CIV NEIGHBORS
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req559">Req559</div>
+
| <div id="Req187">Req187</div>
| POST-EMBARK LOAD INDICATOR
+
| SEVER EFFECTS
| (Future)
+
| Completed
| After getting through the final embark screen, it can leave you hanging for quite a while.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Req560">Req560</div>
+
| <div id="Req188">Req188</div>
| WORKSHOP PROFILE CHANGE
+
| SPEED REFINEMENT
 
| (Future)
 
| (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).
+
| Differentiate attack and move speed. This has many ramifications and associated difficulties.
 
|  
 
|  
 
|-
 
|-
| <div id="Req561">Req561</div>
+
| <div id="Req189">Req189</div>
| LOCAL WILDERNESS POPULATION REPLENISHMENT
+
| ARCHER ARMOR START SKILLS
 
| (Future)
 
| (Future)
| Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
+
| Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
 
|  
 
|  
 
|-
 
|-
| <div id="Req562">Req562</div>
+
| <div id="Req190">Req190</div>
| ROOMS FOR APPOINTEES
+
| CREATURE KNOWLEDGE
 
| (Future)
 
| (Future)
| Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
+
| Need to diversify likes/dislikes beyond dwarves, and they need to apply to creatures in adventure mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Req563">Req563</div>
+
| <div id="Req191">Req191</div>
| CONSORT POSITION
+
| TREE PREFERENCES
 
| (Future)
 
| (Future)
| Need to handle the position of consorts in the case that their spouses die.
+
| Tree preferences are fairly arbitrary right now.
 
|  
 
|  
 
|-
 
|-
| <div id="Req564">Req564</div>
+
| <div id="Req192">Req192</div>
| MORE CUSTOMIZATION FOR UNITS
+
| TRANCE BONUSES
 
| (Future)
 
| (Future)
| You can set their type names, but being able to set colors or custom tiles should also be possible.
+
| Consolidate trance bonuses. Right now, they are spread out somewhat haphazardly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req565">Req565</div>
+
| <div id="Req193">Req193</div>
| CAGE CLEANING
+
| CHANGE ITEM ACQUISITION
 
| (Future)
 
| (Future)
| You need to be able to free cages of all the various filth that collects there.
+
| When people choose inventory items they like, they don't consider dropping what they are already wearing.
 
|  
 
|  
 
|-
 
|-
| <div id="Req566">Req566</div>
+
| <div id="Req194">Req194</div>
| SKY AND ICE
+
| STARTING BELT OBJECTS
 
| (Future)
 
| (Future)
| Need to make ice and sky look different, since there are conflicts at night.
+
| Rarely a creature can be given a belt object but no pants. The belt object is dropped immediately.
 
|  
 
|  
 
|-
 
|-
| <div id="Req567">Req567</div>
+
| <div id="Req195">Req195</div>
| SMOOTHING AND ENGRAVING SKILLS
+
| ITEM MATERIAL PROBLEM
| (Future)
+
| Completed
| 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>
+
| <div id="Req196">Req196</div>
| LIMB BLOOD DROPPING
+
| DRINK APPRECIATION PROBLEM
 
| (Future)
 
| (Future)
| Bloody limbs that fly up in the air don't drop blood.
+
| Liking drinks is flawed, since they like the drink more if the entire drink stack is larger.
 
|  
 
|  
 
|-
 
|-
| <div id="Req569">Req569</div>
+
| <div id="Req197">Req197</div>
| BETTER TERRAIN ESCAPE
+
| BUTCHERY OPTIMIZATION
 
| (Future)
 
| (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.
+
| The butchery code can be consolidated with some other sections of the program.
 
|  
 
|  
 
|-
 
|-
| <div id="Req570">Req570</div>
+
| <div id="Req198">Req198</div>
| VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT
+
| KO VOMIT CHOKE
 
| (Future)
 
| (Future)
| It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
+
| If you are knocked out, you should choke if you vomit sometimes.
 
|  
 
|  
 
|-
 
|-
| <div id="Req571">Req571</div>
+
| <div id="Req199">Req199</div>
| STANDING IS GOOD
+
| VOMIT TEXT ISSUE WITH WEBS, AND SOLUTION
| Completed
+
| (Future)
| If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
+
| There's some undisplayable text that can only be salvaged by adding projectile vomit, so there you go.
 
|  
 
|  
 
|-
 
|-
| <div id="Req572">Req572</div>
+
| <div id="Req200">Req200</div>
| PLEASE FORM A LINE
+
| ARCHER ISSUES
 
| (Future)
 
| (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.
+
| Range penalties for throw/shoot aren't applied properly for grounded targets. Throwing needs some weight and strength modifiers.
 
|  
 
|  
 
|-
 
|-
| <div id="Req573">Req573</div>
+
| <div id="Req201">Req201</div>
| BOOZE THE WOUNDED
+
| POTENTIAL PROJECTILE PROBLEM
 
| (Future)
 
| (Future)
| Wounded dwarves should be brought booze in the absence of or even instead of water.
+
| No symptoms, just a code-check.
 
|  
 
|  
 
|-
 
|-
| <div id="Req574">Req574</div>
+
| <div id="Req202">Req202</div>
| BUILDING MECHANISM LOSS
+
| DRESS/ROBE PROBLEM
| (Future)
+
| Completed
| Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
+
| If dresses/robes are added, there is a problem with how armor would work that needs to be addressed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req575">Req575</div>
+
| <div id="Req203">Req203</div>
| UNDERWATER PROJECTILES
+
| PROPER HEALING
 
| (Future)
 
| (Future)
| Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
+
| Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
 
|  
 
|  
 
|-
 
|-
| <div id="Req576">Req576</div>
+
| <div id="Req204">Req204</div>
| WANDERING FEATURE POPULATIONS
+
| MID-TRADE GAME ENDINGS
 
| (Future)
 
| (Future)
| Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
+
| If the game ends in the midst of a trade, the world might have some issues making that caravan continue on properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req577">Req577</div>
+
| <div id="Req205">Req205</div>
| AMMO PRICES
+
| NO RECORD
| (Future)
+
| Completed
| All prices have problems, but improved ammo is especially ridiculous.
 
 
|  
 
|  
|-
 
| <div id="Req578">Req578</div>
 
| 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>
+
| <div id="Req206">Req206</div>
| CAGE TRAP CONTROLS
+
| ITEM WRESTLING
 
| (Future)
 
| (Future)
| Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
+
| Disarms, user-interface twists (rather than the current methods), struggling over items more explicitly.
 
|  
 
|  
 
|-
 
|-
| <div id="Req580">Req580</div>
+
| <div id="Req207">Req207</div>
| FLUID TEMPERATURE TRANSFER
+
| CONSOLIDATE MISS ANNOUNCEMENTS
 
| (Future)
 
| (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.
+
| Consolidate repeated miss announcements. A few other announcements could also be collapsed.
 
|  
 
|  
 
|-
 
|-
| <div id="Req581">Req581</div>
+
| <div id="Req208">Req208</div>
| CONTAMINANTS WITH CONTAMINANTS
+
| DEAL WITH POTASH VS ASH
| (Future)
+
| Completed
| It needs to track whether you are covered with salt/filthy water for example.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req582">Req582</div>
+
| <div id="Req209">Req209</div>
| UPWARD DIAGONAL MOVEMENT RATES
+
| ENTITY DEF ITEM TYPES
| (Future)
+
| Completed
| It only applies a speed modifier to horizontal diagonal movement.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Req583">Req583</div>
+
| <div id="Req210">Req210</div>
| REWALLING IN WATER
+
| GROUP SKILLS IN STARTUP
| (Future)
+
| Completed
| You should be able to drop some simple constructions down into the water, as long as it's reasonable.
 
 
|  
 
|  
|-
 
| <div id="Req584">Req584</div>
 
| 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>
+
| <div id="Req211">Req211</div>
| SNOWY WORLD GEN MAP
+
| TOMB STORAGE AND ACCESSIBILITY
 
| (Future)
 
| (Future)
| The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
+
| Problem storing inaccessible body in tomb. The job was repeatedly created.
 
|  
 
|  
 
|-
 
|-
| <div id="Req586">Req586</div>
+
| <div id="Req212">Req212</div>
| FORMER ENTITY MEMBER STATUS
+
| RE-EVALUATE HAUL LOCATIONS
| (Future)
+
| Completed
| Former entity members need to have that status tracked more explicitly.
+
| 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="Req587">Req587</div>
+
| <div id="Req213">Req213</div>
| SUCCESSION
+
| BABY SEARCHER PROBLEM
| (Future)
+
| Completed
| 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.
+
| Thirsty mothers cannot seek lost babies effectively.
 
|  
 
|  
 
|-
 
|-
| <div id="Req588">Req588</div>
+
| <div id="Req214">Req214</div>
| ADVENTURE MODE TOWN BED USE
+
| START SCENARIOS
 
| (Future)
 
| (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.
+
| See the scenarios arc in the dev section, this is part of that, and could be upgraded to a core component in the future.
 
|  
 
|  
 
|-
 
|-
| <div id="Req589">Req589</div>
+
| <div id="Req215">Req215</div>
| CONSORT HANDLING
+
| NEMESIS SAVE BUG
| (Future)
+
| 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>
+
| <div id="Req216">Req216</div>
| ITEM GLOSSES
+
| SOME DISPLAY RATE ISSUES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat2">Bloat2</div>
+
| <div id="Req217">Req217</div>
| MORE ITEM IMPROVEMENTS
+
| BUILDING CONSTRUCTION PROBLEM
 
| (Future)
 
| (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.
+
| Suspend building constructions if item blocking the build site are unreachable.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat3">Bloat3</div>
+
| <div id="Req218">Req218</div>
| PLAY
+
| MERCHANT ANNOUNCEMENTS
 
| (Future)
 
| (Future)
| Kids should want toys and play with them, adults can use puzzle boxes.
+
| Notification when merchants are done unloading.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat4">Bloat4</div>
+
| <div id="Req219">Req219</div>
| HIDDEN FUN STUFF
+
| VERMIN PROBLEM
| Completed
+
| (Future)
 +
| Possibly issue when cleaning vermin references.
 
|  
 
|  
 +
|-
 +
| <div id="Req220">Req220</div>
 +
| MULTIPLE DEPOTS
 +
| (Future)
 +
| Randomize the incoming merchant path for multiple depots, or else the wagons can get mixed up and scuttle.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat5">Bloat5</div>
+
| <div id="Req221">Req221</div>
| BURROWS
+
| HISTORY GENERATION
 
| Completed
 
| Completed
| (Upgraded) Moved this to a core item.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat6">Bloat6</div>
+
| <div id="Req222">Req222</div>
| BAR COUNTING
+
| SAVE COIN BATCHES GLOBALLY
| (Future)
+
| Completed
| 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>
+
| <div id="Req223">Req223</div>
| RENTAL UNITS
+
| SET RACE MAKER PROPERLY ON ITEMS
| (Future)
+
| Completed
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat8">Bloat8</div>
+
| <div id="Req224">Req224</div>
| RENT SETTING
+
| PARRYING AND ITEMS
 
| (Future)
 
| (Future)
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
+
| Refine parrying chances, based on item type.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat9">Bloat9</div>
+
| <div id="Req225">Req225</div>
| NOBLE RENT TWEAKS
+
| BUILD PATH VIOLATION
| (Future)
+
| Completed
| Nobles tweaking the rent of places they like so as to obtain them.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat10">Bloat10</div>
+
| <div id="Req226">Req226</div>
| WHEELBARROWS
+
| BUILDING ADMIRATION BUG
 
| (Future)
 
| (Future)
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
+
| A metalsmith was able to admire "own furnace" even though ownership shouldn't apply to such buildings.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat11">Bloat11</div>
+
| <div id="Req227">Req227</div>
| FOOD HOARDERS BEWARE
+
| PEAKS AND VOLCANOS
| (Future)
+
| Completed
| 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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat12">Bloat12</div>
+
| <div id="Req228">Req228</div>
| VERMIN TROUBLE
+
| ALLOW MULTIPLE SITES IN A SQUARE
| (Future)
+
| Completed
| 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>
 
| 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>
+
| <div id="Req229">Req229</div>
| HUNTER AI
+
| PROBLEM WITH SUBREGION TYPING
| (Future)
+
| Completed
| Be smarter about returning kills when interrupted.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat15">Bloat15</div>
+
| <div id="Req230">Req230</div>
| FILTHY COMBAT EXTENSIONS
+
| AIMED SHOTS AND BODYPART SIZES
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat16">Bloat16</div>
+
| <div id="Req231">Req231</div>
| ADVENTURING IN DWARF MODE
+
| NO RECORD
 
| Completed
 
| 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>
+
| <div id="Req232">Req232</div>
| UNDERWATER DUNGEONS
+
| CAVE RIVER ENTITIES
 
| (Future)
 
| (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.
+
| Realize certain cave dwellers as entities, with all that implies about items and persistent historical figures, etc.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat18">Bloat18</div>
+
| <div id="Req233">Req233</div>
| VERMIN AND DISEASE
+
| ISSUES WITH ITEM SHARING
| (Future)
+
| Completed
| Link vermin to plagues.
+
| There are some potential problems with shared items that need to be addressed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat19">Bloat19</div>
+
| <div id="Req234">Req234</div>
| FLUID WORKSHOPS
+
| MULTIGRASP WEAPON PROBLEM
 
| (Future)
 
| (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.
+
| It might be screwing the multi-grasp check when it does skill penalities. And somebody shot a bow with one arm.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat20">Bloat20</div>
+
| <div id="Req235">Req235</div>
| TRAP CONVERSION ISSUES
+
| ENTITY ARMOR ISSUES
| (Future)
+
| Completed
| 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).
+
| For incoming units -- specific armor materials based on desired armor level. Right now it isn't exact enough.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat21">Bloat21</div>
+
| <div id="Req236">Req236</div>
| VARIOUS GHOST IDEAS
+
| ADVENTURE MODE BUILDING INTERACTIONS
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat22">Bloat22</div>
+
| <div id="Req237">Req237</div>
| ART HISTORY
+
| ASKING ABOUT SURROUNDINGS
| (Future)
+
| Completed
| Comments on art work, over different periods in the artist's career.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat23">Bloat23</div>
+
| <div id="Req238">Req238</div>
| END GAME EXPANSION
+
| IMPROVE SMELTING
| (Future)
+
| Completed
| Extend adventure opportunities in end game caverns.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat24">Bloat24</div>
+
| <div id="Req239">Req239</div>
| ADVENTURE MODE TWEAK
+
| REMOVE STRANGE NOBLE REQUESTS
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat25">Bloat25</div>
+
| <div id="Req240">Req240</div>
| ELVEN FOREST RETREAT
+
| HAVE CONTENTS CHECKED FOR BAD TRADES
| (Future)
+
| Completed
| Control elf forest retreat. They could be on break all the time.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat26">Bloat26</div>
+
| <div id="Req241">Req241</div>
| SIDE STORIES
+
| PROBLEM WITH PROJECTILES FALLING THROUGH FLOORS
| (Future)
+
| Completed
| Little scenarios and side stories added to caves to make them more interesting.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat27">Bloat27</div>
+
| <div id="Req242">Req242</div>
| ABSTRACT KNOWLEDGE SYSTEM
+
| HIDE TRAPS FROM ADVENTURER
| (Future)
+
| Completed
| 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>
+
| <div id="Req243">Req243</div>
| GATES
+
| PROBLEM WITH GRAB-TEARS
| (Future)
+
| Completed
| Sizeable giant gates that can be opened and closed remotely.
 
 
|  
 
|  
|-
 
| <div id="Bloat29">Bloat29</div>
 
| MECHANISMS OUTDOORS
 
| (Future)
 
| Allow some of the traps to be placed outside.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat30">Bloat30</div>
+
| <div id="Req244">Req244</div>
| AUTOMATE KITCHEN
+
| PLACE CREATURES IN LARGE COMPONENTS
| (Future)
+
| Completed
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 
 
|  
 
|  
|-
 
| <div id="Bloat31">Bloat31</div>
 
| ABUSING DIPLOMATS AND MERCHANTS
 
| (Future)
 
| Various ways to assassinate diplomats and cause trouble.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat32">Bloat32</div>
+
| <div id="Req245">Req245</div>
| WORKSHOP ASSIGNMENT
+
| PROBLEM WITH FULLSCREEN FONTS
| (Future)
+
| Completed
| 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>
 
| 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>
+
| <div id="Req246">Req246</div>
| MIRRORS
+
| FINISH USING ENTITY ITEMS
| (Future)
+
| Completed
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
 
 
|  
 
|  
|-
 
| <div id="Bloat35">Bloat35</div>
 
| PROSTHETIC LIMBS
 
| (Future)
 
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
 
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat36">Bloat36</div>
+
| <div id="Req247">Req247</div>
| DICE AND PLAYING CARDS
+
| IMPROVE END GAME
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat37">Bloat37</div>
+
| <div id="Req248">Req248</div>
| COSTUMES
+
| IMPROVED CAVE POPULATIONS
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat38">Bloat38</div>
+
| <div id="Req249">Req249</div>
| MASKS
+
| ADVENTURE STORE RESTOCKING
 
| (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.
|  
+
| [[#Core3|Core3]]
 
|-
 
|-
| <div id="Bloat39">Bloat39</div>
+
| <div id="Req250">Req250</div>
| CLOCKS
+
| DEAL WITH HIRING RETIREES
| (Future)
+
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat40">Bloat40</div>
+
| <div id="Req251">Req251</div>
| BETTER BEDS
+
| PATH BLOCK MESSAGES
| (Future)
+
| Completed
| Can extend the list of available materials, add blankets, pillows, etc.
+
| On a hunt job, path block message was issued repeatedly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat41">Bloat41</div>
+
| <div id="Req252">Req252</div>
| MECHANICAL TOYS
+
| USE BARRACKS BEDS
 
| (Future)
 
| (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.
+
| People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat42">Bloat42</div>
+
| <div id="Req253">Req253</div>
| AUTOMATONS
+
| JUSTICE MANDATE NUMBERS
 
| (Future)
 
| (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.
+
| The amount of guards and cages can be treated as a permanent mandate attached to a noble rather than the current vague system.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat43">Bloat43</div>
+
| <div id="Req254">Req254</div>
| THINGS TO SMOKE
+
| ASSIGN WEAPON PREFS FROM MIL SCREEN
| (Future)
+
| Completed
| Things to smoke, pipes, smoke circle events and so on.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat44">Bloat44</div>
+
| <div id="Req255">Req255</div>
| RESCUE OPERATIONS
+
| IMPROVE SQUAD SELECTION
| (Future)
+
| Completed
| Rescuing kidnap victims using baron-level patrols or adventurers.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat45">Bloat45</div>
+
| <div id="Req256">Req256</div>
| FLASKS
+
| BUTCHERY ISSUES
 
| (Future)
 
| (Future)
| Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
+
| Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat46">Bloat46</div>
+
| <div id="Req257">Req257</div>
| PROPER PREGNANCY
+
| TYPES OF EATERS
 
| (Future)
 
| (Future)
| Currently creatures become pregnant from a distance, although it does do a gender check at least.
+
| It's not clear whether deer and other herbivores are actually playing that role or if they behave as omnivores.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat47">Bloat47</div>
+
| <div id="Req258">Req258</div>
| POND FISHING
+
| STRANGE MOOD HELP
 
| (Future)
 
| (Future)
| Cats should fish things out of your ponds.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat48">Bloat48</div>
+
| <div id="Req259">Req259</div>
| PERSONALITIES
+
| PROBLEM WITH SLAYER NAMES
 
| Completed
 
| Completed
| Dwarves should be further individualized with the potential to affect most aspects of the game.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat49">Bloat49</div>
+
| <div id="Req260">Req260</div>
| ARTIFACT GROUPS
+
| DEGREES OF BARTERING
 
| (Future)
 
| (Future)
| Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
+
| Merchants need to tell you the extent to which your offer failed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat50">Bloat50</div>
+
| <div id="Req261">Req261</div>
| RESTRICT ANIMAL TRAINING
+
| BARTER CONTAINER PROBLEMS
 
| (Future)
 
| (Future)
| Decrease the effective age range for training animals.
+
| In adventure mode, container contents mess up bartering in a number of ways.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat51">Bloat51</div>
+
| <div id="Req262">Req262</div>
| FAMILY TREE INTERFACE
+
| PROBLEMS WITH WATER
| (Future)
+
| Completed
| Ability to view family trees. Show marriages, pets, parents of pets, etc.
+
| Water currently rots and should be value zero.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat52">Bloat52</div>
+
| <div id="Req263">Req263</div>
| INTERFACE MOVEMENT
+
| INAPPROPRIATE CONTAINERS
 
| (Future)
 
| (Future)
| More ways in the interface to get between different unit/building/item views.
+
| Some containers can hold too much. With certain mixes, the items should interact as they should, possibly ruining them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat53">Bloat53</div>
+
| <div id="Req264">Req264</div>
| MANDATE TEXT
+
| STOP SPEAKING TO UNINTELLIGENT CREATURES
| (Future)
+
| Completed
| Add some flavor text to noble mandates, including punishment descriptions.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat54">Bloat54</div>
+
| <div id="Req265">Req265</div>
| BUILDING JOB PRIORITIES
+
| RETIREMENT ISSUES
 
| (Future)
 
| (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.
+
| Shouldn't be able to retire while you are talking or otherwise in the middle of something.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat55">Bloat55</div>
+
| <div id="Req266">Req266</div>
| SULLIES
+
| 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.
 +
|
 +
|-
 +
| <div id="Req267">Req267</div>
 +
| PERSISTENCE OF CORPSE ASSOCIATIONS
 
| Completed
 
| Completed
| Blood contaminants on units and items from fights and walking through pools, etc.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat56">Bloat56</div>
+
| <div id="Req268">Req268</div>
| EXTEND FELL MOOD
+
| ADVENTURE MODE TWEAK
| (Future)
+
| Completed
| Extend fell mood to encompass other victims.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat57">Bloat57</div>
+
| <div id="Req269">Req269</div>
| LAVA FURNACES
+
| PROBLEM WITH CAVE POPULATIONS BEING IN TOWN
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat58">Bloat58</div>
+
| <div id="Req270">Req270</div>
| MORE LIVESTOCK
+
| AUTOSAVE
| (Future)
+
| Completed
| Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat59">Bloat59</div>
+
| <div id="Req271">Req271</div>
| MORE HAULING
+
| SAND ISSUES
| (Future)
+
| Completed
| 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).
+
| Need to define the sand object more broadly, as a miscellaneous powder (this is a technical issue that will allow easier expansions later).
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat60">Bloat60</div>
+
| <div id="Req272">Req272</div>
| KITCHEN STORAGE
+
| CLARIFY COIN QUOTAS
| (Future)
+
| Completed
| Allow kitchen to store some barrels, although not sure about this.
+
| When the economy starts up, you have to produce coins. The bookkeeper tells you what is needed, but it could be further clarified.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat61">Bloat61</div>
+
| <div id="Req273">Req273</div>
| HIDDEN MACABRE FUN STUFF
+
| STATE OF EMERGENCY
 
| (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.
 
|  
 
|  
 +
|-
 +
| <div id="Req274">Req274</div>
 +
| ABORTING WORLD GENERATION
 +
| Completed
 +
| Ability to leave history generation in the middle.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat62">Bloat62</div>
+
| <div id="Req275">Req275</div>
| WORKSHOP GUILD ASSOCIATIONS
+
| KIDNAPPING ISSUES
 +
| Completed
 +
| Check some technical stuff with kidnapping. It seems to generate a "(kidnapped unit) has died in a cage" message sometimes.
 +
|
 +
|-
 +
| <div id="Req276">Req276</div>
 +
| STOPPED GUARDS FROM BEING UPSET ABOUT LONG PATROLS
 +
| Completed
 +
|
 +
|
 +
|-
 +
| <div id="Req277">Req277</div>
 +
| STRANDED NEMESES
 
| (Future)
 
| (Future)
| Extend guild associations to buildings. This can be used to control mandate punishments and other things.
+
| Making regional creatures go home properly instead of being assigned to fairly random places after a game ends.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat63">Bloat63</div>
+
| <div id="Req278">Req278</div>
| COAL BYPRODUCTS
+
| COIN STACKS
| (Future)
+
| Completed
| Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
+
| Adjust the size of minted coin stacks upward to make the economy easier to manage. Might need to make coins worth less.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat64">Bloat64</div>
+
| <div id="Req279">Req279</div>
| PROPER GEM ENVIRONMENTS
+
| MERCHANT COUNTER-OFFERS
 
| Completed
 
| Completed
| Link gem types with proper substrates as much as possible.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat65">Bloat65</div>
+
| <div id="Req280">Req280</div>
| ROCK APPEARANCE
+
| STAIRWAY BLOCKAGE INFORMATION
 
| Completed
 
| Completed
| Make sandstone look better, can extend rock types in general.
+
| Needs to tell you why stairways are blocked when you fail to move.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat66">Bloat66</div>
+
| <div id="Req281">Req281</div>
| NO RECORD
+
| RESPECT NEMESIS INVENTORIES
 
| Completed
 
| Completed
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat67">Bloat67</div>
+
| <div id="Req282">Req282</div>
| PET AGE INTERFACE
+
| ERRONEOUS COMBAT MESSAGES
| (Future)
+
| Completed
| Mention pet age in their names or have profiles for them.
 
 
|  
 
|  
|-
 
| <div id="Bloat68">Bloat68</div>
 
| 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>
+
| <div id="Req283">Req283</div>
| MORE END GAME
+
| CHANGED SOME END GAME PARAMETERS
| (Future)
+
| Completed
| Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
+
|  
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat70">Bloat70</div>
+
| <div id="Req284">Req284</div>
| ROOM ASSIGNMENT INTERFACE
+
| CONTAINER PLACEMENT
 
| (Future)
 
| (Future)
| Ability to assign rooms from the unit screen.
+
| Containers should be placed deeper in the dungeon if the contents are valuable, or the contents could be removed.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat71">Bloat71</div>
+
| <div id="Req285">Req285</div>
| MORE UNIT TYPES
+
| OLD BLOODY WALLS
| Completed
+
| (Future)
| Add some more distinctions to dwarf unit types.
+
| Need to handle bloody river walls in dwarf mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat72">Bloat72</div>
+
| <div id="Req286">Req286</div>
| ELVEN DIPLOMACY
+
| HUNTER SLEEP PREFS
 
| (Future)
 
| (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.
+
| Make hunters sleep on the ground only while hunting.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat73">Bloat73</div>
+
| <div id="Req287">Req287</div>
| MORE DIPLOMACY
+
| SPECIFIC MATERIAL USE
 
| (Future)
 
| (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.
+
| Need to be able to choose specific rocks or logs to process sometimes, since this is important for noble demands.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat74">Bloat74</div>
+
| <div id="Req288">Req288</div>
| NO RECORD
+
| FLOODGATE PLACEMENT ISSUES
| Completed
+
| (Future)
|  
+
| It's very common for people to get blocked off by floodgates while placing them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat75">Bloat75</div>
+
| <div id="Req289">Req289</div>
| MINOR PUNISHMENT
+
| MORE CLEANING
 
| (Future)
 
| (Future)
| Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
+
| Make cleaning jobs more wide ranging. Some areas that are just out of range leave the fortress bloody forever. Allow designation of cleaning areas.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat76">Bloat76</div>
+
| <div id="Req290">Req290</div>
| MONSTER FIGHTING SKILLS
+
| WIELD ISSUES
 
| (Future)
 
| (Future)
| Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
+
| It can be confused about which object is wielded, and there are some issues about the primary hand.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat77">Bloat77</div>
+
| <div id="Req291">Req291</div>
| CLAY, MUD, ADOBE STUFF
+
| NOBLE DEATH
 
| (Future)
 
| (Future)
| Can use the kiln, have glazes, etc. Bricks.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat78">Bloat78</div>
+
| <div id="Req292">Req292</div>
| WAGE AND JOB MANDATES
+
| NO RECORD
| (Future)
+
| Completed
| 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>
 
| 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>
+
| <div id="Req293">Req293</div>
| POND WATER USE
+
| STORAGE OPTIMIZATION
 
| Completed
 
| Completed
| Drink out of ponds if no wells or rivers accessible.
+
| 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="Bloat81">Bloat81</div>
+
| <div id="Req294">Req294</div>
| VISIBLE SWIMMERS
+
| NO SILK ROPE SKILLS
 
| 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.
+
| Does clothesmaking skill go up when silk ropes are made?
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat82">Bloat82</div>
+
| <div id="Req295">Req295</div>
| EXTEND RANSACKING
+
| DROWNING ISSUES
| (Future)
+
| Completed
| Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
+
| Although drowning is generally harsh, there was a case of people just swimming around in the river.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat83">Bloat83</div>
+
| <div id="Req296">Req296</div>
| PORTERS
+
| INDOOR PLANT DEATH
| (Future)
+
| Completed
| Nobles can have other people store their possessions, possibly for a wage.
+
| Some indoor bushes would die and disappear quickly.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat84">Bloat84</div>
+
| <div id="Req297">Req297</div>
| LEFT/RIGHT SPLIT
+
| INNER DEFENDERS
 
| Completed
 
| 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.
+
| The inside defenders need to occasionally go on forays or you can just pick them off at range.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat85">Bloat85</div>
+
| <div id="Req298">Req298</div>
| MORE FOOD PREFS
+
| SLIDING UNDER ENEMIES
 
| (Future)
 
| (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.
+
| 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.
| [[#Req129|Req129]]
+
|  
 
|-
 
|-
| <div id="Bloat86">Bloat86</div>
+
| <div id="Req299">Req299</div>
| UNIT DISTINCTIONS
+
| RIVER SITE UPDATE
| (Future)
+
| Completed
| Distinguish thieves a bit based on quality as they gain skill.
+
| If you've found an underground feature in a fortress, it should receive the same abstract building designation as other sites.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat87">Bloat87</div>
+
| <div id="Req300">Req300</div>
| PET ADMIRATION ISSUE
+
| TREE DISPLAY PROBLEM
 
| (Future)
 
| (Future)
| Issue/optimization with being satisfied at seeing animals you like.
+
| Snow covered leafless deciduous trees aren't white.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat88">Bloat88</div>
+
| <div id="Req301">Req301</div>
| MORE SLEEP DISTURBANCES
+
| TRAP AVOIDANCE
 
| (Future)
 
| (Future)
| Make nearby violent deaths disturb sleepers heavily, or even wake them up.
+
| Invaders shouldn't fall for traps if they've seen them used.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat89">Bloat89</div>
+
| <div id="Req302">Req302</div>
| EXTREME MOOD MODIFICATION
+
| ADVENTURER PROFESSIONS
 
| (Future)
 
| (Future)
| Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
+
| Need to be able to tame the lizards you find, wood work, make clothes, whatever.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat90">Bloat90</div>
+
| <div id="Req303">Req303</div>
| MUTINY
+
| ENTITY ENEMY LEGEND
 
| (Future)
 
| (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.
+
| If you become a town's enemy, it needs a legend event for it.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat91">Bloat91</div>
+
| <div id="Req304">Req304</div>
| HOUSE OF ANIMALS
+
| STRANGE FOOD OWNERSHIP
 
| (Future)
 
| (Future)
| Advocacy from the house of animals noble.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat92">Bloat92</div>
+
| <div id="Req305">Req305</div>
| BETTER PARTIES
+
| CHEAP BARRELS
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat93">Bloat93</div>
+
| <div id="Req306">Req306</div>
| AMOROUS RELATIONSHIPS
+
| UNIT NAME ISSUE
 
| (Future)
 
| (Future)
| Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
+
| Technical problem with unit name display.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat94">Bloat94</div>
+
| <div id="Req307">Req307</div>
| INSTRUMENT USE
+
| BLANK TANTRUM MESSAGE
| (Future)
+
| Completed
| Instrument use at parties.
+
| "(blank) is destroyed by Aliz, craftsdwarf."
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat95">Bloat95</div>
+
| <div id="Req308">Req308</div>
| GRUDGES
+
| FARM FERTILIZER DISPLAY
| (Future)
+
| Completed
| 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.
+
| Show fertilizer amount for farms where it has happened.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat96">Bloat96</div>
+
| <div id="Req309">Req309</div>
| WAGE ADJUSTMENT
+
| CHANNEL/AQUEDUCT INTERACTIONS
| (Future)
+
| Completed
| Bonuses for dangerous taming jobs.
+
| Water should go from channels to aqueducts or you should be able to place floodgates on channels.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat97">Bloat97</div>
+
| <div id="Req310">Req310</div>
| ETCHING
+
| ITEM NAME ISSUE
| (Future)
+
| Completed
| Etching on items. Could lead to magical runes type stuff.
+
| Technical problem with item name display.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat98">Bloat98</div>
+
| <div id="Req311">Req311</div>
| HIDDEN FUN STUFF
+
| MELEE TRAINING ISSUE
 
| Completed
 
| Completed
|  
+
| Melee training seems to be deadly again.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat99">Bloat99</div>
+
| <div id="Req312">Req312</div>
| SELF-SERVICE HEALTHCARE
+
| DOUBLE IMPROVEMENTS
 
| (Future)
 
| (Future)
| Take charge of your own health if nobody comes to help after a while.
+
| Artifact was studded with gold and gold.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat100">Bloat100</div>
+
| <div id="Req313">Req313</div>
| TECHNICAL SITE EXTENSIONS
+
| ROAD BUILDING
| Completed
+
| (Future)
| Some issues with extending dwarf mode to other sites.
+
| Need an easier way to build roads, rather than just picking out items from long lists and placing them section by section.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat101">Bloat101</div>
+
| <div id="Req314">Req314</div>
| CAGE OPTIMIZATION
+
| LEGEND DISPLAY PROBLEM
 
| (Future)
 
| (Future)
| Optimize the caging routines.
+
| Long history names busted -- it should instead place it on two lines if possible.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat102">Bloat102</div>
+
| <div id="Req315">Req315</div>
| AMMO FETCHING
+
| REPEAT ATTACK BUTTON
 
| (Future)
 
| (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.
+
| Repeat attack button, esp. for specific wrestling.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat103">Bloat103</div>
+
| <div id="Req316">Req316</div>
| THIEF AI
+
| WAIT KEY
| (Future)
+
| Completed
| Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
+
| Wait key in adventure mode.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat104">Bloat104</div>
+
| <div id="Req317">Req317</div>
| CHITIN PROCESSING
+
| CORRECT AGING
 
| (Future)
 
| (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.
+
| Need creatures to age properly when reloaded, incl. retirees.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat105">Bloat105</div>
+
| <div id="Req318">Req318</div>
| OSTRACISM AND SOCIAL STIGMA
+
| ALCHEMY PILE
 
| (Future)
 
| (Future)
| Alienation of badly misbehaving dwarves.
+
| Alchemical pile filled with lye, vials and so on.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat106">Bloat106</div>
+
| <div id="Req319">Req319</div>
| JUSTICE INTERFACE
+
| WAKE UP!
| (Future)
+
| Completed
| Give more information on the justice screen.
+
| Adventure mode sleep needs to clear upon being attacked.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat107">Bloat107</div>
+
| <div id="Req320">Req320</div>
| THIEF INFORMATION
+
| NAMING ISSUE
 
| (Future)
 
| (Future)
| Give more information about how much thieves have stolen.
+
| There's an issue with some unit names
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat108">Bloat108</div>
+
| <div id="Req321">Req321</div>
| IMPROVE HISTORY SCREEN
+
| ARCHERY PRACTICE GROUNDING
| (Future)
+
| Completed
 +
| While doing archery practice, people that were grounded don't stand up until it's over.
 
|  
 
|  
 +
|-
 +
| <div id="Req322">Req322</div>
 +
| COIN BATCH ISSUE
 +
| Completed
 +
| Potential problems with coin batches for non-currencies. Need to check.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat109">Bloat109</div>
+
| <div id="Req323">Req323</div>
| DRINK IMPROVEMENTS
+
| BREAK EXPLOIT
 
| (Future)
 
| (Future)
| More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
+
| Can draft then undraft to end breaks.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat110">Bloat110</div>
+
| <div id="Req324">Req324</div>
| CAVE-IN INJURIES
+
| PROACTIVE BEAST ATTACKERS
 
| (Future)
 
| (Future)
| Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
+
| The large beasts could afford to be slightly more aggressive.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat111">Bloat111</div>
+
| <div id="Req325">Req325</div>
| KNOWLEDGE OF TREES
+
| PUNGENT BUGS
 
| (Future)
 
| (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.
+
| Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat112">Bloat112</div>
+
| <div id="Req326">Req326</div>
| IMPROVE CALENDAR
+
| HARDER FISHING
 
| (Future)
 
| (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.
+
| Fishing is a little too easy, maybe.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat113">Bloat113</div>
+
| <div id="Req327">Req327</div>
| THEFT IMPROVEMENTS
+
| CORPSE PROCESSING
 
| (Future)
 
| (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.
+
| Can process corpse to eat etc if you have a sharp object.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat114">Bloat114</div>
+
| <div id="Req328">Req328</div>
| THEFT IMPROVEMENTS
+
| NAMING ISSUE
 
| (Future)
 
| (Future)
| Make the highest power thieves more daring and interesting.
+
| Issue with some unit names.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat115">Bloat115</div>
+
| <div id="Req329">Req329</div>
| MISSING HIST FIGS
+
| STRANGE POPULATION ISSUES
| (Future)
+
| Completed
| Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
+
| Every region currently makes 2 oceanfish populations. This is to simulate fishing for seaside civs, but it should be handled properly instead.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat116">Bloat116</div>
+
| <div id="Req330">Req330</div>
| ART IMAGERY
+
| CHARGE CHANGE
 
| (Future)
 
| (Future)
| More varied art imagery, such as buildings and siege engines.
+
| Knock-backs without people falling on the ground should be more common in charging.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat117">Bloat117</div>
+
| <div id="Req331">Req331</div>
| SIEGE ENGINES
+
| ATTACK OPPORTUNITY NUMBERS
 
| (Future)
 
| (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.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat118">Bloat118</div>
+
| <div id="Req332">Req332</div>
| INTERFACE MOVEMENT
+
| SHORT JOB NAMES
 
| (Future)
 
| (Future)
| Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat119">Bloat119</div>
+
| <div id="Req333">Req333</div>
| CONTAINER CONTENTS PAGING
+
| RESPECT CONTAINER CAPACITY ON PICKUP
| Completed
+
| (Future)
| Clean up scroll overflows on the item screen.
+
| Container capacity needs to be respected on pickup as it is with the put command.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat120">Bloat120</div>
+
| <div id="Req334">Req334</div>
| JOB STATS OPTIMIZATION
+
| CRASHING ISSUE I
| (Future)
+
| Completed
| Technical tweak of job completion number storage.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat121">Bloat121</div>
+
| <div id="Req335">Req335</div>
| CHAR MAP CUSTOMIZATION
+
| INFESTATION FREQUENCIES
 
| Completed
 
| Completed
| (Upgraded) Ability to customize the character maps has been superceded by tiles.
+
| The creatures selected to infest caves don't respect their population frequencies.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat122">Bloat122</div>
+
| <div id="Req336">Req336</div>
| OWNABLE LIQUIDS
+
| GOOD/EVIL/SAVAGERY VERMIN CHECKS
 
| (Future)
 
| (Future)
| Certain liquids should be ownable.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat123">Bloat123</div>
+
| <div id="Req337">Req337</div>
| SIBLING MIGRANT ISSUE
+
| IN-GAME SNAPSHOTS
| (Future)
+
| Completed
| Sibling migrants don't track relationships properly.
+
| Just as you can export an image of the world map, you could also export an image of the entire fortress or adventure area.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat124">Bloat124</div>
+
| <div id="Req338">Req338</div>
| SMALL MIGRANTS
+
| MEMMAP ISSUES
 
| (Future)
 
| (Future)
| Allow migrants to bring babies and the small pocket pets.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat125">Bloat125</div>
+
| <div id="Req339">Req339</div>
| VERMIN OFFERING RESOLUTION
+
| MYSTERY WEB
| (Future)
+
| Completed
| 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.
+
| 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="Bloat126">Bloat126</div>
+
| <div id="Req340">Req340</div>
| HIDDEN FUN STUFF
+
| FIRE FLOW SLAYER CREDIT
 +
| (Future)
 +
| Creatures don't get credit for killing creatures directly with flows.
 +
|
 +
|-
 +
| <div id="Req341">Req341</div>
 +
| RIVER LOOPS
 
| Completed
 
| 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.
 
|  
 
|  
 +
|-
 +
| <div id="Req342">Req342</div>
 +
| FROZEN WATER DISAGREEMENT
 +
| Completed
 +
| The out-of-play river squares sometimes display as frozen when the in-play river is not frozen.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat127">Bloat127</div>
+
| <div id="Req343">Req343</div>
| HEALING CODE TWEAK
+
| CORNER DOOR DETAILING
| (Future)
+
| Completed
| There's a small issue with healing that might slow the mending of breaks slightly.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat128">Bloat128</div>
+
| <div id="Req344">Req344</div>
| DREAMS
+
| TOWN ANIMALS UNDER THREAT
 
| (Future)
 
| (Future)
| Use the current dream code to make it track random dreams, could do premonitions with this.
+
| Attacking stray animals in town should still anger the entities, or at least be a misdemeanor or something.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat129">Bloat129</div>
+
| <div id="Req345">Req345</div>
| INVENTORY SHUFFLING
+
| REST/SLEEP CONFLICT
| (Future)
+
| Completed
| Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
+
| When somebody is healing, they don't always take time off to sleep, so they can become drowsy when resting.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat130">Bloat130</div>
+
| <div id="Req346">Req346</div>
| OPTIMIZATION FOR INVASIONS
+
| PROJECTILES FALLING THROUGH FLOORS
| (Future)
+
| Completed
| Speed optimization for invasion code.
+
| Corpse pieces have occasionally been observed falling through the floor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat131">Bloat131</div>
+
| <div id="Req347">Req347</div>
| INVASION HISTORIES
+
| ERRONEOUS FOOD OWNERSHIP
 
| (Future)
 
| (Future)
| Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
+
| 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="Bloat132">Bloat132</div>
+
| <div id="Req348">Req348</div>
| HIDDEN FUN STUFF
+
| SURROUNDING CHAT BIOME VERIFICATION
 
| (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.
 
|  
 
|  
 +
|-
 +
| <div id="Req349">Req349</div>
 +
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat133">Bloat133</div>
+
| <div id="Req350">Req350</div>
| PHILOSOPHER ADVOCACY
+
| CRASH ISSUE ON BODY PART VIEW
| (Future)
+
| Completed
| Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
+
| During a fight with some zombies in dwarf mode, crashed while viewing body parts after moving the cursor.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat134">Bloat134</div>
+
| <div id="Req351">Req351</div>
| WIZARD STUFF
+
| PET INFO CRASH
| (Future)
+
| Completed
| This bloat was just to remind me about books and all kinds of magic stuff arc.
+
| There was a crash related to null pet and owner pointers inside some pet info.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat135">Bloat135</div>
+
| <div id="Req352">Req352</div>
| WRESTLING
+
| TEMPERATURE FLOW SLAYERS
 
| (Future)
 
| (Future)
| Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
+
| Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat136">Bloat136</div>
+
| <div id="Req353">Req353</div>
| WRESTLING
+
| PROJECTILES AND FLOWS
 
| (Future)
 
| (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.
+
| Some projectiles survive environmental effects unaffected.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat137">Bloat137</div>
+
| <div id="Req354">Req354</div>
| WRESTLING
+
| DIAGONAL FLOW PATHS
 
| (Future)
 
| (Future)
| Technical issue with stuck-ins and freedom of movement.
+
| Diagonal-tending dragonfire has a tendency to wrap backward.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat138">Bloat138</div>
+
| <div id="Req355">Req355</div>
| WRESTLING
+
| LIQUID CREATURE SUPPORT
 
| (Future)
 
| (Future)
| Handle grab-tear shaking and further poison injection.
+
| Some creatures like magma men need better support for extreme temperature effects to work properly for them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat139">Bloat139</div>
+
| <div id="Req356">Req356</div>
| WRESTLING
+
| GRASS-TREE BURN SPEEDS
 
| (Future)
 
| (Future)
| Incidental item/item, item/bp tangle-ups.
+
| Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat140">Bloat140</div>
+
| <div id="Req357">Req357</div>
| SPECIFIC WRESTLING INTERFACE
+
| FIRE AND TEMPERATURE
| Completed
+
| (Future)
|  
+
| In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat141">Bloat141</div>
+
| <div id="Req358">Req358</div>
| WRESTLING MOVES AND MORE INTERFACE
+
| CONTAMINANT MATERIALS
 
| (Future)
 
| (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.
+
| Contaminant materials need to be tracked more carefully.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat142">Bloat142</div>
+
| <div id="Req359">Req359</div>
| AND MORE WRESTLING
+
| CONTAMINANT TEMPERATURE EFFECTS
 
| (Future)
 
| (Future)
| Reversing wrestling holds.
+
| Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat143">Bloat143</div>
+
| <div id="Req360">Req360</div>
| PUNISHMENT
+
| TEMPERATURE AND ROTTING
 
| (Future)
 
| (Future)
| Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat144">Bloat144</div>
+
| <div id="Req361">Req361</div>
| DISEASE AND INFECTION
+
| CORE TEMPERATURE VS EXTREMITIES
 
| (Future)
 
| (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.
+
| Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat145">Bloat145</div>
+
| <div id="Req362">Req362</div>
| RUST
+
| CREATURE SUBTYPES AND TEMPERATURE
 
| (Future)
 
| (Future)
| Rust and verdigris and so on.
+
| 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.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat146">Bloat146</div>
+
| <div id="Req363">Req363</div>
| HUMAN TOWN MODE
+
| VERMIN AND TEMPERATURE
 
| (Future)
 
| (Future)
| Control human town. See future dev.
+
| Vermin are currently unaffected by temperature and flows.
 
|  
 
|  
 
|-
 
|-
| <div id="Bloat147">Bloat147</div>
+
| <div id="Req364">Req364</div>
| WIZARD MODE
+
| VENOM... BARRELS?
 
| (Future)
 
| (Future)
| Control wizard from tower, etc. See future dev.
+
| Traders bring venom in barrels instead of vials. This might be excessive.
 
|  
 
|