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Difference between revisions of "Consolidated development"

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m (Bloats come after Reqs, both on the old dev_single page, and in the old version numbers too)
 
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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.
+
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].
 +
 
 +
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 the 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 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 this, as well as decent in-game help.
+
|  Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help.
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|  [[#Core19|Core19]], [[#Core22|Core22]] and [[#Core58|Core58]].
 
|-
 
|-
Line 72: Line 74:
 
|-
 
|-
 
|  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 un |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 unrelated to 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]].
 
|-
 
|-
Line 84: Line 86:
 
|-
 
|-
 
|  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 |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 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.  
 
| [[#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 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.  
+
| 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.  
 
| [[#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 with 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 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.,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. 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.
 
| [[#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 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.
+
| 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.
|
+
|  
 
|-
 
|-
 
| <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
| Complete (partially)
+
| (Future)
| 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 417: Line 419:
 
| 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 423: Line 425:
 
| (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 429: Line 431:
 
| 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,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 related to professions, trade and resources.
|
+
|  
 
|-
 
|-
 
| <div id="Core43">Core43</div>
 
| <div id="Core43">Core43</div>
Line 459: Line 461:
 
| 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 470: Line 472:
 
| 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 477: Line 479:
 
| 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 483: Line 485:
 
| 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 489: Line 491:
 
| 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 495: Line 497:
 
| (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 507: Line 509:
 
| (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 530: Line 532:
 
| 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 537: Line 539:
 
| (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 543: Line 545:
 
| (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 549: Line 551:
 
| (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 566: Line 568:
 
| 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,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 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.
|
+
|  
 
|-
 
|-
 
| <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 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.
+
| 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.
|
+
|  
 
|-
 
|-
 
| <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 591: Line 593:
 
| (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 608: Line 610:
 
| 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 621: Line 623:
 
| (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 627: Line 629:
 
| (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 633: Line 635:
 
| (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 639: Line 641:
 
| (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 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.
+
| 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.
|
+
|  
 
|-
 
|-
 
| <div id="Core76">Core76</div>
 
| <div id="Core76">Core76</div>
Line 651: Line 653:
 
| (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 657: Line 659:
 
| (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 675: Line 677:
 
| (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 681: Line 683:
 
| (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 693: Line 695:
 
| (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,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.
+
| 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.
|
+
|  
 
|-
 
|-
 
| <div id="Core85">Core85</div>
 
| <div id="Core85">Core85</div>
Line 705: Line 707:
 
| (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 711: Line 713:
 
| (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 717: Line 719:
 
| (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 723: Line 725:
 
| (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 729: Line 731:
 
| (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 735: Line 737:
 
| (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 741: Line 743:
 
| (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 747: Line 749:
 
| (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 758: Line 760:
 
| 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 770: Line 772:
 
| 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 777: Line 779:
 
| (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 788: Line 790:
 
| 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 794: Line 796:
 
| 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]]
 
|}
 
|}
Line 6,321: Line 6,323:
 
| IMPROVED SEASHORES
 
| IMPROVED SEASHORES
 
| (Future)
 
| (Future)
| 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.
+
| Coastal biome designations, crabs, gulls, washed up jelly fish, ability to skillfully build sand castles in wet sand which can be worn down by waves, shells, washed up objects from distance civilizations that are on the body of water, seaweed, tidepools with anenomes, driftwood interactions.
 
|  
 
|  
 
|-
 
|-
Line 7,583: Line 7,585:
  
 
[[Category:Game_development]]
 
[[Category:Game_development]]
 +
{{unversioned}}
 +
[[ru:Consolidated_development]]

Latest revision as of 10:59, 17 January 2022

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 here.

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[edit]

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[edit]

Arc Description Requirements
BUSTLING TOWN ARC The towns should be more structured. The peasants need to do less aimless wandering and more standard activities. There need to be various items in town outside of what's in the stores. There need to be guards, and the keep/mead hall should be more interesting. Core41, Core42, Core43, Req148, Req162, Req249, Req261, Req344, Req348, Req369, Req379, Req408, Req415, Req471, Req477, Req588, Bloat165, Bloat188, Bloat203, Bloat204, Bloat210, Bloat233, Bloat242, Bloat243, Bloat266, Bloat267, Bloat373, Bloat378, Bloat381, Bloat382, PowerGoal34, PowerGoal36, PowerGoal41, PowerGoal48, PowerGoal55, PowerGoal67, PowerGoal73, PowerGoal74, PowerGoal82, PowerGoal91, PowerGoal131, PowerGoal137 and PowerGoal148.
FIRE AND LIGHTING ARC The lighting in caves is artificial right now. It should be pitch black. This is also true of moonless cloudy nights. Once that's in, your adventurer will want fire. Fire can also come up in dwarf mode in various ways. Core14, Core55, Req96 and PowerGoal150.
BURROWS, TRANSPORTION AND AUTOMATION ARC Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. This includes many of the haul/pile reqs. Other workshops could be automated, while the work order system could be made more robust to decrease the amount of interface fiddling required to produce glass and soap, for example. Core36, Core56, Core57, Req1, Req2, Req18, Req22, Req24, Req27, Req28, Req38, Req41, Req46, Req47, Req67, Req74, Req82, Req83, Req86, Req90, Req112, Req128, Req129, Req140, Req146, Req162, Req197, Req273, Req287, Req349, Req384, Req385, Req392, Req393, Req400, Req404, Req409, Req410, Req413, Req422, Req424, Req428, Req429, Req435, Req436, Req437, Req439, Req450, Req482, Req528, Req533, Req534, Req544, Req558, Req560, Req572, Req584, Bloat6, Bloat10, Bloat19, Bloat28, Bloat30, Bloat32, Bloat54, Bloat59, Bloat60, Bloat83, Bloat218, Bloat253, Bloat281, Bloat308 and Bloat313.
ADVANCED HELP ARC Yeah, dwarves has a steep learning curve. Tutorials and advisors could help with this, as well as decent in-game help. Core19, Core22 and Core58.
CARAVAN ARC As a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost. They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item. Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
COUNTY ARC You should be able to develop a larger settlement outside the confines of the immediate play area. Core28, Core29 and PowerGoal53.
ARMY ARC You should be able to control patrols and then armies in dwarf mode. The adventurer should be able to both go with and command armies. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. Entities should war with each other from bandit and monster raids to full fledged wars. Upset entities could patrol near their sites, leading to new wilderness encounters etc. Core26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147.
NEMESIS ARC The civilization leaders should be fleshed out in many ways. Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
RELATIONSHIPS ARC You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
DIPLOMACY ARC There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. Right now there's hardly anything. Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
GHOSTS ARC When you take an adventurer back to a fortress, it could afford to be a lot more interesting. Since it keeps track of all the dwarves that ever lived or died in each outpost, it might as well utilize them. When the civs fight in world gen, it could also create ruins from earlier times, and you could go to these places (old castles, temples, etc.). Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
AFFILIATION ARC You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful. Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
COMBAT ARC Many more combat skills and more attributes, etc. Core72, Core73, Core74, Req45, Req54, Req85, Req92, Req104, Req149, Req164, Req171, Req183, Req188, Req192, Req198, Req199, Req200, Req206, Req224, Req230, Req233, Req234, Req290, Req315, Req330, Req331, Req340, Req352, Req403, Req466, Req532, Req568, Req575, Bloat15, Bloat55, Bloat76, Bloat102, Bloat127, Bloat135, Bloat136, Bloat137, Bloat138, Bloat139, Bloat141, Bloat142, Bloat162, Bloat222, Bloat254, Bloat271, PowerGoal28, PowerGoal29, PowerGoal61, PowerGoal63, PowerGoal77, PowerGoal79, PowerGoal89, PowerGoal90, PowerGoal93, PowerGoal94, PowerGoal96, PowerGoal103 and PowerGoal150.
SCENARIOS ARC Character generation is due for a major change. The current plan is to have an interactive history generator that takes your character from birth to a playable age, incorporating them into the fabric of the world. Pressing "Play Now!" would answer the questions automatically, perhaps with a strong tendency to place you in dire/interesting situations. Core75, Core76, Req214, Req317, Bloat26 and Bloat143.
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. Core77, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
ARTIFACT ARC Special items made by the dwarves aren't very interesting right now, and there's not much for an adventurer to do with them. These objects should have magical powers and they should have a huge influence on the actions of entities that come into contact with them. Even if your adventurer can't make use of a particular artifact, you could arrange for buyers in the nobility, and use those opportunitites to get a home or good entity standing, for instance. Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
CRIME AND PUNISHMENT ARC There should be mild punishments for mild crimes, for instance. This could include making the drunks in the town more interesting and adding bar fights, as well as proper thievery, arrest, imprisonment, execution... Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
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. Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103.
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. Core24, Core61, PowerGoal20 and PowerGoal135.
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. Core89, Core90, Core91, Req8, Req80, Req107, Req148, Req232, Req284, Req324, Req375, Req426, Req476, Req479, Req504, Req576, Bloat17, Bloat23, Bloat169, Bloat172, Bloat189, Bloat190, Bloat241, Bloat383, PowerGoal13, PowerGoal27, PowerGoal32, PowerGoal49, PowerGoal50, PowerGoal51, PowerGoal52, PowerGoal62, PowerGoal100, PowerGoal111 and PowerGoal145.
HUMANOID ARC Make non-player dwarf fortresses look more like player made fortresses and act like them to the extent that it's reasonable. Improve elves as in the Dungeon Arc, with multi-tile tree dwellings. Core87, Core88, Req148, Bloat206 and PowerGoal129.
PRESENTATION ARC A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. Core21, Core50, Core51, Core52, Core54, Req37, Req43, Req79, Req142, Req152, Req179, Req180, Req207, Req218, Req258, Req306, Req314, Req320, Req328, Req332, Req338, Req381, Req382, Req383, Req386, Req387, Req388, Req390, Req401, Req402, Req411, Req421, Req430, Req432, Req434, Req443, Req460, Req483, Req513, Req520, Req531, Req546, Req547, Req548, Req550, Req556, Req558, Req559, Req560, Req564, Req566, Req570, Req585, Bloat52, Bloat106, Bloat107, Bloat108, Bloat118, Bloat153, Bloat199, Bloat268, Bloat303, Bloat307, Bloat311, Bloat354, Bloat355, Bloat358, Bloat361, Bloat364, Bloat368 and Bloat379.
LANGUAGE ARC The in-game languages need a better framework, as many simple name formulations are impossible in the current system, and it wouldn't hurt to add a basic grammar and phonetics at this time as well. In addition, paper, engraved writing, books, poems, songs, etc. could all be explored in the different game modes in various ways. Core97, Core98, Core99 and Core100.
RANDOMIZATION AND RAWS ARC More things need to make it out to the raws, and when they arrive, there should be some ability to randomize what you get in play. Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. This doesn't just include randomizing an existing entry, but, more importantly, the creation of entirely new objects. This behavior should be controlled by the world parameters so that you can run anything from a stock universe to a complete replacement of all existing raw objects. In worlds with random objects, the random objects need to be introduced to the player in such a way that familiarity can be gained (involving descriptions, back stories, etc.) so that it isn't just a mess of static with garbage names. Core53, Core92, Core93, Core94, Core95 and Core96.

Long-Term Arcs[edit]

Arc Description Requirements
HIGH LEVEL PLOTS AND DIPLOMACY Various intrigue and interesting not-necessarily-violent conflict between entities and individuals. Once you place the actors in place, they should act according to their wants and the wants of their associated entities based on the strength of those ties. Both adventurers and dwarf fortresses can become immersed in the push and pull which arises from the AI. This is already true to some extent (the current quests are all created from the surroundings and entity ties), but these effects can be made pervasive. Since armies and invasions will be done before we get here, there will already be some of this AI in place to work with. Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
LATE GAME As you kill the large creatures, the world becomes more... boring. The game can be prepared for this kind of change and move over into a sort of fairy-tale/Beowulf/Robert E Howard type of hybrid with human civs and occasional monsters so that things continue to be interesting. This already happens naturally in a way, but the dialogue and reactions of people to these changes should be there to fully adjust to the new setting. Bloat149.
EARLY GAME The Age of Myth in world generation should be playable. Bloat148.
HUMAN TOWN You should be able to control a human town, as you control a dwarf fortress, but with changes appropriate to the new setting. Req469 and Bloat146.
GOBLIN/KOBOLD/CAVER Controlling the bad guys is an obvious extension, and you've got the whole friendly happy world waiting for your raiding parties.
ELF FOREST RETREAT Yes, elves for the elf people -- but thinking more general, as we list all these racial civilizations, we should think in broad terms and use the civilization definitions to allow any type of civilization to be played. Elves will provide some necessary extra elements for this process. Mixing the cliff dwelling, wilderness dwelling, town building, ethics/sphere-aligned/religious tendencies into a robust interface for civilization building is a long-term goal. Bloat25.
MONSTER Playing the dragons and other large beasts seems like another good (and fairly easy) extension. You'd have to be careful, since there aren't very many large beasts in the world and you don't want to just possess them and have them all burn out in a blaze of glory. Or maybe you do... or it could just give you new ones. You could also just occasionally have fun going out on an excursion and retiring, then play an adventurer and take a quest from a town to go and dispatch your old self. PowerGoal60.
MERCHANT With the Caravan Arc, we have traders moving around the world, but I said over there that I didn't want to mess around too much with having a real economy, or it would surely fall apart and all the towns would starve. Once I get up the nerve to tackle these problems, it would be a lot of fun to play a merchant or guild yourself. You could even retire and be visited by yourself in a subsequent dwarf game. PowerGoal62.
MAGIC There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers. Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
CONTROL A WIZARD ENTITY Not just one of those guys that backs up the team and shoots fireballs, but run something more like a dwarven outpost and construct your own multilevel tower or other such dwelling. This could include adventure style elements where your wizard is engaged in various activities, as well as larger scale army battles and so on. Randomized creatures could also be introduced as you create your minions, and they should be able to breed and expand outward, perhaps becoming a playable race in either adventure or civilization modes. Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
DEITY Have religions in the game correspond to forces or deities and let you play one and do whatever you like, possibly restricted by your defining characteristics and geography. Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
WORLD GENERATION PARAMETERS Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go. Bloat150, Bloat217 and PowerGoal125.
TERRAIN/WEATHER/SWIMMING/FLYING/BOATS Boats of some kind might go in early to make different regions more accessible, but you won't be able to be a pirate or an undersea civ for quite a while. Rivers freeze with daily temperatures instead of seasonal temperatures. Realize river and ocean squares when you visit them (forcing town layouts to adapt). Realize interesting canyons and so on in such areas. Track hurricanes and other major storm/disasters, in-game and during world gen. Thunderstorms with lightning strikes (with corresponding lighting effects) and hail. Levels of rainfall. Eating snow, making snowballs and picking up hail during and after hail storms. Tornados with wind flows that push items, projectiles and creatures. Proper eclipse modeling. Tides, deep oceans and pearl-diving, etc. More intricate interplay between cliff faces, inner rivers and outer rivers, using Z coord and waterfalls.
PLANES Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. PowerGoal81.
EDITORS Draw your own region maps, create your own towns, creatures, items, start situations, etc. For example, you could create Earth at various time periods (or an amalgamation of various time periods).
AND MORE, AND WORSE I'm still too embarrassed to share every idea we had... The Keep and Event Horizon came up. You don't want to know.


Building blocks for some of the arcs

Core items[edit]

Core-item Name Status Description Requirements
Core1
WRESTLING Completed Introduce close combat with various manuevers.
Core2
ADVENTURER EATING AND DRINKING Completed Start the adventurer with food and allow them to eat and drink.
Core3
CARAVANS (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. Core38
Core4
GROUND INTERACTIONS Completed Introduce adventurer interacting with the environment.
Core5
ADVENTURER TRAVEL Completed Allow the adventurer and companions to travel between sites on the world map.
Core6
BASIC ADVENTURER ENVIRONMENTAL EFFECTS Completed Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
Core7
CONVERSATIONS Completed Add the ability to talk to other creatures in adventure mode.
Core8
ADVENTURER SHOPS Completed Basic buying and selling of objects in adventure mode.
Core9
TOWNS Completed Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
Core10
OO CODE UPDATE Completed Update all of the major code objects to C++.
Core11
ENEMY PETS (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.
Core12
END GAME Completed Handled dwarf mode end game.
Core13
BEAST ATTACKS Completed Have the larger beasts that live in the caves attack your fortress during dwarf mode.
Core14
FIRE 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.
Core15
PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES (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.
Core16
END GAME 2 Completed Additional dwarf mode end game.
Core17
LEGENDS Completed Introduce the legends screen, historical events and historical figures.
Core18
INTERFACE KEYS Completed Put the interface keys in editable files.
Core19
TUTORIALS (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.
Core20
TITLE MOVIES Completed Do the intro movies with sound.
Core21
SOUND (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.
Core22
ADVISORS (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.
Core23
THE MANUAL Completed Do all of the sections of a basic manual to be viewed in-game.
Core24
ADVENTURER PARTIES (Future) Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option. Core61
Core25
PLOT CLEANUP 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.
Core26
OVERLAND ARMIES ATTACKS (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). Core25, Core45
Core27
ARMIES OF DWARVES (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. Core26
Core28
CONTROL OF TERRITORY AND EXTERNAL LOCATIONS (Future) As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item. Core29, Bloat172
Core29
EXTERNAL CONSTRUCTIONS (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). Core28
Core30
KINGDOM (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. Core28
Core31
MAPS FOR SITES Completed Caves and goblin fortress maps.
Core32
STARTING QUESTS Completed Set up asking about surroundings, basic quests and town defense.
Core33
SERVING YOUR MONARCH (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.
Core34
ABANDONMENT Completed Preserved dwarves when you abandon a game in an 'army' for later use.
Core35
DWARF RAIDS (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. Core27
Core36
BURROWS (Future) 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.
Core37
RETIREMENT Completed Add the ability to retire (or rest) your adventurer in any town.
Core38
SITE RESOURCES (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.
Core39
END GAME 3 Completed Additional handling of dwarf mode end game.
Core40
MONSTERS (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.
Core41
TOWN, HOME AND SCHEDULES 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.
Core42
TOWN, ITEMS (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.
Core43
TOWN, IMPORTANT LOCATIONS (Future) Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Core42
Core44
OVERLAND TOWN MIGRANTS 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.
Core45
CIVILIZATIONS AT WAR (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. Core44
Core46
ARMY BATTLES (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. Core45
Core47
CLEANING HISTORY Completed Unimportant dead historical figures should be abstracted away to save space.
Core48
SEAMLESS MAP 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.
Core49
FULL Z AXIS Completed The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
Core50
TILESET SUPPORT (Future) Allow graphical tiles to be used for all game objects.
Core51
SIZEABLE GAME WINDOW (Future) Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
Core52
INTERFACE OVERHAUL (Future) A coherent interface, additional options and mouse support.
Core53
MORE RAW FILES (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.
Core54
TRANSLATION SUPPORT (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.
Core55
LIGHTING (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). Req96
Core56
IMPROVED FORTRESS TRANSPORTATION (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.
Core57
IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING (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.
Core58
DOCUMENTATION (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.
Core59
LOVE AND ROMANCE (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.
Core60
HEIRS (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.
Core61
ADVENTURER ENTITIES (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. Core24
Core62
FURTHER DIPLOMACY (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.
Core63
SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS (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.
Core64
INDIVIDUAL AFFILIATIONS (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.
Core65
ADVENTURER SITE AFFILIATIONS (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.
Core66
HIDDEN FUN STUFF (Future) No game is complete without it!
Core67
RUINS (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. Core68
Core68
GRAVEYARDS AND TOMBS (Future) Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. Core67
Core69
OLD BATTLEFIELDS (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.
Core70
FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS (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).
Core71
BANDITS AND CULTS (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.
Core72
ROBUST ATTRIBUTE SYSTEM (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.
Core73
COMBAT OVERHAUL (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.
Core74
WOUND HANDLING (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.
Core75
ADVENTURER GENERATION AND SCENARIOS (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.
Core76
EMBARK SCENARIOS (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.
Core77
AGE AND POPULATION TRACKING FOR ENTITIES (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.
Core78
WILDERNESS POPULATION TRACKING (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.
Core79
COLLECTORS AND FINDING BUYERS (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.
Core80
ARTIFACT MAGIC (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.
Core81
TRIBUTE (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.
Core82
THIEF AND SUPPORTING CAST (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.
Core83
ARREST AND PUNISHMENT (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.
Core84
HUNTING AND GATHERING (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.
Core85
CHOP, DIG, BUILD! (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.
Core86
ADVANCED ADVENTURER SKILLS (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.
Core87
PROPER DWARVES (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.
Core88
PROPER ELVES (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...
Core89
PROPER GOBLINS (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.
Core90
PROPER KOBOLDS (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.
Core91
PROPER UNDERGROUND/MAP FEATURES (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.
Core92
APPEARANCE VARIABLES/DESCRIPTIONS (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.
Core93
RANDOMIZED MEGABEASTS AND POWERS (Future) (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Core92
Core94
RANDOMIZED REGIONS AND THEIR FLORA/FAUNA (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. Core92
Core95
RANDOMIZED ENTITIES AND CIVILIZED CREATURES (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. Core93, Core94
Core96
GENERALIZED CURSES AND OTHER ALTERATIONS (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). Core92
Core97
IMPROVED PHRASE STORAGE (Future) The current system of storing names is not very extendable, so it needs to be altered to support later changes.
Core98
BASIC GRAMMAR (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. Core97
Core99
WRITING (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. Core98
Core100
NEW LANGUAGE ITEMS (Future) Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). Core99

Reqs[edit]

Reqs are old bugs, additions and adjustments that have to be handled.

Req-item Name Status Description Requirements
Req1
PILE MASTERY AND TYPES (Future) Ability to have specific item types in a pile, ability to move a specific number of items from one pile to another, etc.
Req2
IMPROVED WORK ORDERS (Future) Allow deletion of work orders, allow work orders to have different priorities and try for a balance rather than just doing them in order.
Req3
TWEAK PRODUCTS OF WOOD BURNING Completed
Req4
PAYMENT FOR STORAGE JOBS Completed
Req5
STOP TREES FROM BEING ADJACENT Completed
Req6
CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS Completed
Req7
PARTY NOTIFICATION OPTION (Future) Option to turn off notification about dwarves organizing parties.
Req8
RIVER ACTIVITY AND ATTACKS (Future) If dwarves are constantly on the shore, throwing refuse in the chasm, building bridges, etc., then attacks should be more likely. Large river attack without provocation should be very rare.
Req9
RESTRAINED SLEEP (Future) People don't sleep/rest when they are chained/caged.
Req10
CARETAKER WELL USE Completed Caretakers seeking water should be able to use wells.
Req11
IMPROVED RESCUE (Future) People should try to recover the wounded with more zeal, rather than just stopping to eat when they are a little hungry.
Req12
WRESTLE TARGET PROBLEMS Completed A creature normally targets anybody wrestling with it, but this should be toned down properly for melee training.
Req13
WINTER CAVE RIVER Completed (Obsolete) The cave water should dry up during the winter to allow you to repair your floodgate systems and so on.
Req14
OUTSIDE LAVA BLOCKING Completed Units shouldn't attempt to enter the map if you've blocked it off with lava.
Req15
LAVA AND TREES Completed Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
Req16
REMOVE PUBLIC CHEST/CABINETS Completed This is part of the swap over to the bin system.
Req17
AJAR DEFAULT DOOR SETTING Completed
Req18
ARMOR-CLOTHING CONFLICTS, RACK/STAND USE/PILES (Future) People had trouble changing from armor to clothing or back because they'd be made unhappy by nakedness. These thoughts are currently turned off. In general, how armor (and weapons) are handled is due to be modified. Specific soldiers can claim their own racks and stands, and piles and bins can be used for general storage of the excess.
Req19
TARGETING PROBLEM Completed Champions didn't seem to want to target anything.
Req20
PILE CHECKING (Future) People should seek possessions in bins/piles before the economy starts. They used to do this with chests, so that they could wear little baubles they like, but since we changed over to bins they don't do it anymore.
Req21
BODYGUARDS LEAVING (Future) Sometimes merchant bodyguards will wait a long time to leave after everybody else in the caravan has already departed. They should just leave.
Req22
HAULING PROFESSION (Future) New profession for pile hauling. This is part of burrows. It will allow you to leave hauling on for your artisans, so that they can do some local hauling, while leaving longer hauls to specific dwarves.
Req23
USE GROUNDING TO CURE TRAFFIC JAMS Completed
Req24
TRANSFER PILES (Future) You should be able to place piles that have no default item types associated to them. Then you can use some of the other reqs to transfer specific items through these piles, branching off to other burrows and so on.
Req25
TANTRUM THROWS Completed Thrown tantrum objects don't hit other friendlies, but they should.
Req26
SLEEPING THROUGH TANTRUMS Completed Tantrums/berserking are maintained while the dwarf sleeps. This is inappropriate. Berserk dwarves shouldn't even be able to sleep.
Req27
IMPROVED WORKSHOP INTERFACES (Future) Many workshops should give you the option to choose which material, plant etc. you'd like to use, rather than just picking the closest one.
Req28
CHASMING REFUSE Completed They used to throw refuse in the chasm. Now they don't. They should.
Req29
SOLDIER PROFILES (Future) Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Reintroduce goblin lashers with scourges and make sure every adventurer skill choice yields the correct equipment.
Req30
MORE TRADE GOODS Completed Access to more items during trading, including weapons, armor, clothing, toys, instruments, lumber (for no-tree sites) and so on.
Req31
EXPAND AVAILABLE EQUIPMENT FOR SETTLERS Completed
Req32
SKILL SYNERGY (Future) Have some skills give bonuses to other skills.
Req33
SMARTER ENGRAVER Completed Make engraver use the dig code to select the next square to detail. They currently do this after wall jobs, but not floor jobs.
Req34
SHODDY ITEMS (Future) Shoddy items from low skill craftsdwarves. These can have various malfunctions and so on, especially things like crossbows.
Req35
SHODDY START ITEMS (Future) Shoddy items for low skill settlers. Req34
Req36
INIT BUG Completed Potential initialization problem for dwarf mode if previous games have been played.
Req37
TRIGGER LINK INTERFACE (Future) It could be more clear about what you are linking to and what it will do.
Req38
JOB INFORMATION RETENTION (Future) Let jobs keep more information when a worker quits for purposes unrelated to the job. This way goods that are in use won't first be brought back to the storage piles.
Req39
AXES FOR WOODCUTTERS Completed
Req40
IMPROVED OUTPOST LIAISON Completed Liaison should come earlier and be more useful.
Req41
BUILDING CONSTRUCTION ITEM SELECTION Completed There are some requests for the items you select for buildings to be listed by distance from the build site. Others want items grouped by material, or simply to have material lists with numbers of items available.
Req42
STOP JOB RESUME WHEN UNDER ATTACK Completed
Req43
MOVIE MAKER INTERFACE (Future) Put fast-forward back in, some other tweaks.
Req44
JOB ASSIGN OPTIMIZATION Completed
Req45
TARGET OPTIMIZATION Completed (Obsolete) There are some ways to make this code faster. The overall impact would be slight.
Req46
JOB AMOUNT ABUSE (Future) Make sure jobs don't abuse the amount of resource vs. amount of output. This problem used to be worse, but it still exists.
Req47
GENERAL CHASMING OF ITEMS Completed Once they throw refuse in the chasm again, you should be able to designate any object for disposal.
Req48
NO RECORD Completed
Req49
POUR BUCKETS INTO BARRELS Completed
Req50
ERRANT BLOOD PLACEMENT Completed In adventure mode, when in a dwarf fortress, blood can get added to squares off your viewable level sometimes.
Req51
OVER-POWERED TANTRUMS (Future) Damaging certain buildings is too easy.
Req52
NO RECORD Completed
Req53
NO RECORD Completed
Req54
FOCUS 3D (Future) Focus should respect z-coord. Focus is what tells the game you can be hit from behind.
Req55
NO RECORD Completed
Req56
NO RECORD Completed
Req57
NO RECORD Completed
Req58
SOLDIERS ON TOP OF MILITARY SCREEN Completed
Req59
COLOR ON UNIT SCREEN Completed
Req60
BLOCK EXPLANATIONS Completed Can't tell what's blocking you when are blocked going down dwarf stairs.
Req61
INVASION AFTER-EFFECTS (Future) If your fortress is attacked and overcome, it could be looted. The way in which the invading army stays is currently very haphazard.
Req62
SITE CLIFF DEFINITION Completed There are a few places in the code where the game still assumes there is a cliff face present. This isn't appropriate for human towns and other locations.
Req63
SMALL PET ATTACHMENTS (Future) People don't care when their smaller pets die.
Req64
ACCESSIBILITY ISSUES (Future) Sometimes items get stuck in channels and cause lags and annoyances. There are also times when a job can have different components in disconnected parts of the dungeon. All of these need to be accounted for. Caveins can disconnect the dungeon and cause trouble.
Req65
CRASH BUG WITH BOWS Completed
Req66
PROBLEM WITH POPULATION CREATION Completed
Req67
MONSTER BURIAL Completed They didn't put a kobold body in refuse, but they put the bones there after it rotted. This problem might be fixed.
Req68
HUNTING ARMOR (Future) Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
Req69
IMPROPER BURIAL Completed They put a corpse in a coffin that wasn't flagged "Use for Burial".
Req70
BREAKUP ITEM STACKS (Future) Should break up bone and other clusters when moving site items around, possibly respecting tombs. Sometimes it could also elect to leave the skeletons intact.
Req71
ARMY PROFILES (Future) This is related to soldier profiles and would determine how an entity tries to configure its armies, from the soldier types available in the definition.
Req72
WILD BEASTS POPULATING SITES Completed
Req73
SOME CODE CLEANING Completed
Req74
MINING DESIGNATIONS (Future) A mining designation that makes the resulting stone and other products remain on the ground invisible to haulers until you say otherwise.
Req75
REWALL Completed Option to re-wall or fill in channels, using some stone.
Req76
INTELLIGENT HUNTING (Future) Crossbow hunters should be more intelligent about their ammo.
Req77
SOME NEW WILDERNESS CREATURE TYPES Completed
Req78
TWEAK FOR PILES Completed
Req79
JOB CANCEL NOTICES (Future) Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
Req80
WILDERNESS INTERACTIONS (Future) Wilderness creatures should interact with each other, rather than being like the Peaceable Kingdom.
Req81
ARTISANS WEARING ARMOR (Future) Option to let dwarves always wear armor, but they won't like to do it unless they feel threatened.
Req82
NUMBERED JOB REPEAT (Future) Option to have numeric repeats for a job.
Req83
INTELLIGENT JOB HANDLING (Future) More job suspensions rather than complete cancellations.
Req84
SKILL ROLL CONSISTENCY (Future) Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
Req85
PAIN DEADENING AND SCARS (Future) Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
Req86
JOB PRIORITIZING (Future) Right now, there is a fixed order in which units decide to do the different types of jobs. This could be changed for a given unit (or for the whole fortress).
Req87
IMPROVE DROWNING (Future) Drowning is way too harsh right now. It should also track the kill cause correctly if somebody climbs up on the shore and still suffocates.
Req88
STOCKS AND CORPSES Completed Problem with corpses/body parts in the stockpile screen.
Req89
DIG INTERFACE PROBLEM Completed
Req90
MULTIPLE AUTOMATED SHOP (Future) Must be more careful about how it handles multiple automated shops (e.g. butcher) of the same kind. They might fight over jobs.
Req91
LEATHER COUNTING (Future) Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
Req92
BETTER SHOOTING INTERFACE (Future) Archery can neglect same square and grounded targets, need to have choice if many are in same square.
Req93
NO RECORD Completed
Req94
ABANDONMENT FIX Completed
Req95
BETTER TRAP TEXT (Future) Better trap text in adventure mode, flesh them out a bit, more variables, respect their glory.
Req96
LIGHTING (Future) Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.
Req97
VERMIN SWARMS IN ADVENTURE MODE Completed
Req98
ART IMAGES Completed
Req99
BURYING THINGS (Future) Allow items to be buried under the soil.
Req100
COIN STORES (Future) Dwarves should set up their coin stores every month or so. Doing this should be a fairly high priority. They should complain if they can't obtain or don't have room for their coins.
Req101
HAPPINESS UPON RELEASE FROM CONFINEMENT Completed
Req102
SOME WAGE ADJUSTMENTS (Future) Jeweler and mechanic jobs should take a little longer but pay more.
Req103
NO RECORD Completed
Req104
SLAYER ANNOUNCEMENT (Future) In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
Req105
SOME BUILDING INTERACTIONS Completed
Req106
FINALIZING THE STATE OF ACTIVE FLOWS (Future) If flows are active when the player quits, their effects need to be handled.
Req107
PRIMITIVE WEAPONS (Future) Primitive item making in both dwarf mode and adventure mode. This includes use of primitive weapons by primitive entities.
Req108
INTERFACE BINDINGS Completed
Req109
FINISH TRAP BAITING (Future) It's very sparse right now. Gems aren't actually used.
Req110
NEMESIS TRADES (Future) If you trade a historical figure in a cage, it is currently released outside and stranded. There are many ways this can be upgraded.
Req111
FILE I/O CHECKING (Future) It could give more feedback about save/load errors.
Req112
ITEM AGGREGATES (Future) Need fake item stacks that combine items that aren't identical. There are a number of associated difficulties. Identical items should also be combined into actual stacks. These currently exist but are never reformed once they are broken part.
Req113
RACE SPECIFIC PROFESSION NAMES Completed
Req114
DWARF LEVEL TWISTING ISSUES Completed Can see/shoot through dwarf twisted areas improperly sometimes.
Req115
NO RECORD Completed
Req116
PROBLEM WITH LEAVES TEXT Completed
Req117
PET CAGE ASSIGNMENT PROBLEM (Future) Purchased pets retain their old cage assignments improperly. You can also reassign small pets that are owned.
Req118
SOLDIER STATIONING LOAD PROBLEM Completed Bug with soldier stationing after load.
Req119
LOSS OF THREAD PLANT RESOURCES Completed It still gives you one thread from pig tail(5).
Req120
OFF DUTY SOLDIER STORES (Future) Off-duty soldiers don't store their belongings, but they should.
Req121
BACKPACK AND QUIVER USE Completed Problem with quivers and backpacks conflicting in dwarf mode especially.
Req122
RESPECT BELT SLOT Completed The belt inventory slot is created by pants, but this is only partially respected.
Req123
NO RECORD Completed
Req124
CAVE-IN RAMIFICATIONS (Future) There are a few jobs that don't handle cave-ins effects properly. Possibly engraving.
Req125
BUILDING DAMAGE AND INVADERS (Future) Invaders currently ignore buildings they can destroy. It should either make them ineffective against these buildings, or they should go after them.
Req126
INVADERS AND WELLS Completed (Obsolete) Invaders are blocked by wells, but they don't destroy them.
Req127
CLARIFY DOOR DESIGNATIONS Completed The door designations are very confusing right now.
Req128
TRAFFIC JAMS Completed The creatures need to make minor path adjustments to reduce traffic before attempting to crawl.
Req129
IMPROVE COOKING (Future) More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.
Req130
SOME MORE END GAME STUFF (Future)
Req131
RECEIVING OFFERINGS (Future) When you get king, you should receive offerings.
Req132
ELF CHECK DEFICIENCIES (Future) Elves should be angered if your depot is wood. The animal check is not as thorough as it should be for item improvements.
Req133
ELVEN TRADE GOODS (Future) Elf trade items should be more interesting. This can be accomplished by a general extension of the entity definitions.
Req134
FORTIFICATION OBJECT PROBLEMS