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This is an (extended) transcript of the old "Consolidated Development Page" as it was before the redesign of the ''Dwarf Fortress'' webpage. It includes all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html here].
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This is a transcript of the old "Consolidated Development Page" as it was before the design of the Dwarf Fortress
  
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.
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The next few years
  
=Arcs=
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Near-Term 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.  
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    * 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. Related to 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.
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    * 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. Related to Core14, Core55, Req96 and PowerGoal150.
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    * 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. Related to 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.
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    * ADVANCED HELP ARC: Yeah, dwarves has a steep learning curve. Tutorials and advisors could help this, as well as decent in-game help. Related to Core19, Core22 and Core58.
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    * 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. Related to Core3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.
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    * COUNTY ARC: You should be able to develop a larger settlement outside the confines of the immediate play area. Related to Core28, Core29 and PowerGoal53.
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    * 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. Related to 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.
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    * NEMESIS ARC: The civilization leaders should be fleshed out in many ways. Related to Core11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122.
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    * 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. Related to Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.
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    * 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. Related to Core33, Core62, Core63, Req174, Req177, Req291, Req451, Req527, Req542, Req543, Bloat31, Bloat72, Bloat73, PowerGoal10, PowerGoal98 and PowerGoal101.
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    * 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.). Related to Core67, Core68, Core69, Core70, Bloat21, PowerGoal11, PowerGoal92 and PowerGoal107.
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    * 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. Related to Core64, Core65, Core71, Req586, Req587, Bloat163, PowerGoal12, PowerGoal19, PowerGoal27, PowerGoal37, PowerGoal41, PowerGoal42, PowerGoal44, PowerGoal48 and PowerGoal54.
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    * COMBAT ARC: Many more combat skills and more attributes, etc. Related to 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.
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    * 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. Related to Core75, Core76, Req214, Req317, Bloat26 and Bloat143.
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    * 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. Related to Core77, Core78, Req317, Req441, Req489, Bloat115, Bloat193, Bloat194 and PowerGoal31.
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    * 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. Related to Core79, Core80, Req395, Bloat49, Bloat173, PowerGoal13, PowerGoal60, PowerGoal68 and PowerGoal134.
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    * 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... Related to Core82, Core83, Req303, Req327, Req366, Bloat53, Bloat75, Bloat143, PowerGoal14, PowerGoal22, PowerGoal23, PowerGoal25, PowerGoal26, PowerGoal38, PowerGoal47, PowerGoal66, PowerGoal80, PowerGoal91, PowerGoal99, PowerGoal124, PowerGoal126, PowerGoal136 and PowerGoal146.
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    * 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. Related to Core84, Core85, Core86, Req32, Req34, Req99, Req107, Req168, Req236, Req302, Req327, Req491, Bloat160, Bloat317, Bloat380, PowerGoal9, PowerGoal15 and PowerGoal103.
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    * 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. Related to Core24, Core61, PowerGoal20 and PowerGoal135.
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    * 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. Related to 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.
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    * 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. Related to Core87, Core88, Req148, Bloat206 and PowerGoal129.
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    * PRESENTATION ARC: A cleaner interface and more interface and display options will make the game more accessible. Better support for translations. Related to 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.
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    * 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. Related to Core97, Core98, Core99 and Core100.
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    * 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. Related to Core53, Core92, Core93, Core94, Core95 and Core96.
  
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.
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Much later on
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Long-Term Arcs
  
==Short-Term Arcs==
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    * 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. Related to Core30, Core33, Req131, PowerGoal18, PowerGoal47, PowerGoal57, PowerGoal65, PowerGoal95 and PowerGoal124.
 
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    * 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. Related to Bloat149.
{| class="wikitable" valign="top"
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    * EARLY GAME: The Age of Myth in world generation should be playable. Related to Bloat148.
|- style="background:#EFEFEF"
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    * 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. Related to Req469 and Bloat146.
! style="width:20%"|Arc
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    * 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.
! style="width:40%"|Description
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    * 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. Related to Bloat25.
! style="width:40%"|Requirements
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    * 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. Related to PowerGoal60.
|-
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    * 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. Related to PowerGoal62.
| BUSTLING TOWN ARC
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    * 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. Related to Bloat134, PowerGoal58, PowerGoal68, PowerGoal84, PowerGoal92, PowerGoal97, PowerGoal108, PowerGoal122 and PowerGoal128.
| 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.
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    * 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. Related to Bloat134, Bloat147, PowerGoal58 and PowerGoal60.
| [[#Core41|Core41]], [[#Core42|Core42]], [[#Core43|Core43]], [[#Req148|Req148]], [[#Req162|Req162]], [[#Req249|Req249]], [[#Req261|Req261]], [[#Req344|Req344]], [[#Req348|Req348]], [[#Req369|Req369]], [[#Req379|Req379]], [[#Req408|Req408]], [[#Req415|Req415]], [[#Req471|Req471]], [[#Req477|Req477]], [[#Req588|Req588]], [[#Bloat165|Bloat165]], [[#Bloat188|Bloat188]], [[#Bloat203|Bloat203]], [[#Bloat204|Bloat204]], [[#Bloat210|Bloat210]], [[#Bloat233|Bloat233]], [[#Bloat242|Bloat242]], [[#Bloat243|Bloat243]], [[#Bloat266|Bloat266]], [[#Bloat267|Bloat267]], [[#Bloat373|Bloat373]], [[#Bloat378|Bloat378]], [[#Bloat381|Bloat381]], [[#Bloat382|Bloat382]], [[#PowerGoal 34|PowerGoal34]], [[#PowerGoal 36|PowerGoal36]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 48|PowerGoal48]], [[#PowerGoal 55|PowerGoal55]], [[#PowerGoal 67|PowerGoal67]], [[#PowerGoal 73|PowerGoal73]], [[#PowerGoal 74|PowerGoal74]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 131|PowerGoal131]], [[#PowerGoal 137|PowerGoal137]] and [[#PowerGoal 148|PowerGoal148]].
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    * 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. Related to Bloat344, Bloat376, Bloat377, Bloat382, PowerGoal64, PowerGoal75, PowerGoal82, PowerGoal86, PowerGoal90, PowerGoal105, PowerGoal109, PowerGoal113, PowerGoal118, PowerGoal122, PowerGoal125, PowerGoal135, PowerGoal139, PowerGoal141 and PowerGoal146.
|-
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    * 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. Related to Bloat150, Bloat217 and PowerGoal125.
| FIRE AND LIGHTING ARC
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    * 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.
|  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.
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    * 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. Related to PowerGoal81.
| [[#Core14|Core14]], [[#Core55|Core55]], [[#Req96|Req96]] and [[#PowerGoal 150|PowerGoal150]].
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    * 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).
|-
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    * 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.
|  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|Core36]], [[#Core56|Core56]], [[#Core57|Core57]], [[#Req1|Req1]], [[#Req2|Req2]], [[#Req18|Req18]], [[#Req22|Req22]], [[#Req24|Req24]], [[#Req27|Req27]], [[#Req28|Req28]], [[#Req38|Req38]], [[#Req41|Req41]], [[#Req46|Req46]], [[#Req47|Req47]], [[#Req67|Req67]], [[#Req74|Req74]], [[#Req82|Req82]], [[#Req83|Req83]], [[#Req86|Req86]], [[#Req90|Req90]], [[#Req112|Req112]], [[#Req128|Req128]], [[#Req129|Req129]], [[#Req140|Req140]], [[#Req146|Req146]], [[#Req162|Req162]], [[#Req197|Req197]], [[#Req273|Req273]], [[#Req287|Req287]], [[#Req349|Req349]], [[#Req384|Req384]], [[#Req385|Req385]], [[#Req392|Req392]], [[#Req393|Req393]], [[#Req400|Req400]], [[#Req404|Req404]], [[#Req409|Req409]], [[#Req410|Req410]], [[#Req413|Req413]], [[#Req422|Req422]], [[#Req424|Req424]], [[#Req428|Req428]], [[#Req429|Req429]], [[#Req435|Req435]], [[#Req436|Req436]], [[#Req437|Req437]], [[#Req439|Req439]], [[#Req450|Req450]], [[#Req482|Req482]], [[#Req528|Req528]], [[#Req533|Req533]], [[#Req534|Req534]], [[#Req544|Req544]], [[#Req558|Req558]], [[#Req560|Req560]], [[#Req572|Req572]], [[#Req584|Req584]], [[#Bloat6|Bloat6]], [[#Bloat10|Bloat10]], [[#Bloat19|Bloat19]], [[#Bloat28|Bloat28]], [[#Bloat30|Bloat30]], [[#Bloat32|Bloat32]], [[#Bloat54|Bloat54]], [[#Bloat59|Bloat59]], [[#Bloat60|Bloat60]], [[#Bloat83|Bloat83]], [[#Bloat218|Bloat218]], [[#Bloat253|Bloat253]], [[#Bloat281|Bloat281]], [[#Bloat308|Bloat308]] and [[#Bloat313|Bloat313]].
 
|-
 
|  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|Core19]], [[#Core22|Core22]] and [[#Core58|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|Core3]], [[#Core38|Core38]], [[#Core81|Core81]], [[#Req21|Req21]], [[#Req132|Req132]], [[#Req133|Req133]], [[#Req175|Req175]], [[#Req204|Req204]], [[#Req218|Req218]], [[#Req220|Req220]], [[#Req260|Req260]], [[#Req279|Req279]], [[#Req364|Req364]], [[#Req463|Req463]], [[#Req516|Req516]], [[#Req555|Req555]], [[#Bloat155|Bloat155]], [[#Bloat263|Bloat263]], [[#Bloat267|Bloat267]], [[#PowerGoal 24|PowerGoal24]], [[#PowerGoal 33|PowerGoal33]], [[#PowerGoal 56|PowerGoal56]] and [[#PowerGoal 148|PowerGoal148]].
 
|-
 
|  COUNTY ARC
 
| You should be able to develop a larger settlement outside the confines of the immediate play area.  
 
| [[#Core28|Core28]], [[#Core29|Core29]] and [[#PowerGoal 53|PowerGoal53]].
 
|-
 
|    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|Core26]], [[#Core27|Core27]], [[#Core35|Core35]], [[#Core45|Core45]], [[#Core46|Core46]], [[#Req18|Req18]], [[#Req29|Req29]], [[#Req61|Req61]], [[#Req71|Req71]], [[#Req81|Req81]], [[#Req125|Req125]], [[#Req126|Req126]], [[#Req221|Req221]], [[#Req273|Req273]], [[#Req301|Req301]], [[#Req371|Req371]], [[#Req398|Req398]], [[#Req414|Req414]], [[#Req417|Req417]], [[#Req427|Req427]], [[#Req444|Req444]], [[#Req449|Req449]], [[#Req475|Req475]], [[#Req478|Req478]], [[#Req496|Req496]], [[#Req503|Req503]], [[#Req545|Req545]], [[#Req571|Req571]], [[#Bloat44|Bloat44]], [[#Bloat117|Bloat117]], [[#Bloat130|Bloat130]], [[#Bloat131|Bloat131]], [[#Bloat175|Bloat175]], [[#Bloat289|Bloat289]], [[#PowerGoal 1|PowerGoal1]], [[#PowerGoal 2|PowerGoal2]], [[#PowerGoal 3|PowerGoal3]], [[#PowerGoal 4|PowerGoal4]], [[#PowerGoal 5|PowerGoal5]], [[#PowerGoal 6|PowerGoal6]], [[#PowerGoal 7|PowerGoal7]], [[#PowerGoal 8|PowerGoal8]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 17|PowerGoal17]], [[#PowerGoal 40|PowerGoal40]], [[#PowerGoal 59|PowerGoal59]], [[#PowerGoal 70|PowerGoal70]], [[#PowerGoal 71|PowerGoal71]], [[#PowerGoal 76|PowerGoal76]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 119|PowerGoal119]], [[#PowerGoal 127|PowerGoal127]], [[#PowerGoal 130|PowerGoal130]], [[#PowerGoal 138|PowerGoal138]], [[#PowerGoal 140|PowerGoal140]], [[#PowerGoal 141|PowerGoal141]], [[#PowerGoal 142|PowerGoal142]], [[#PowerGoal 143|PowerGoal143]], [[#PowerGoal 144|PowerGoal144]] and [[#PowerGoal 147|PowerGoal147]].
 
|-
 
|  NEMESIS ARC
 
| The civilization leaders should be fleshed out in many ways.  
 
| [[#Core11|Core11]], [[#Core15|Core15]], [[#Core40|Core40]], [[#Req161|Req161]], [[#Req277|Req277]], [[#Bloat48|Bloat48]], [[#Bloat68|Bloat68]], [[#Bloat176|Bloat176]], [[#PowerGoal 98|PowerGoal98]], [[#PowerGoal 101|PowerGoal101]], [[#PowerGoal 102|PowerGoal102]] and [[#PowerGoal 122|PowerGoal122]].
 
|-
 
|  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|Core59]], [[#Core60|Core60]], [[#Bloat51|Bloat51]], [[#Bloat93|Bloat93]], [[#Bloat95|Bloat95]], [[#Bloat105|Bloat105]], [[#Bloat123|Bloat123]], [[#Bloat374|Bloat374]], [[#Bloat375|Bloat375]], [[#Bloat380|Bloat380]], [[#PowerGoal 20|PowerGoal20]], [[#PowerGoal 21|PowerGoal21]], [[#PowerGoal 109|PowerGoal109]] and [[#PowerGoal 119|PowerGoal119]].
 
|-
 
|  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|Core33]], [[#Core62|Core62]], [[#Core63|Core63]], [[#Req174|Req174]], [[#Req177|Req177]], [[#Req291|Req291]], [[#Req451|Req451]], [[#Req527|Req527]], [[#Req542|Req542]], [[#Req543|Req543]], [[#Bloat31|Bloat31]], [[#Bloat72|Bloat72]], [[#Bloat73|Bloat73]], [[#PowerGoal 10|PowerGoal10]], [[#PowerGoal 98|PowerGoal98]] and [[#PowerGoal 101|PowerGoal101]].
 
|-
 
|  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|Core67]], [[#Core68|Core68]], [[#Core69|Core69]], [[#Core70|Core70]], [[#Bloat21|Bloat21]], [[#PowerGoal 11|PowerGoal11]], [[#PowerGoal 92|PowerGoal92]] and [[#PowerGoal 107|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|Core64]], [[#Core65|Core65]], [[#Core71|Core71]], [[#Req586|Req586]], [[#Req587|Req587]], [[#Bloat163|Bloat163]], [[#PowerGoal 12|PowerGoal12]], [[#PowerGoal 19|PowerGoal19]], [[#PowerGoal 27|PowerGoal27]], [[#PowerGoal 37|PowerGoal37]], [[#PowerGoal 41|PowerGoal41]], [[#PowerGoal 42|PowerGoal42]], [[#PowerGoal 44|PowerGoal44]], [[#PowerGoal 48|PowerGoal48]] and [[#PowerGoal 54|PowerGoal54]].
 
|-
 
|  COMBAT ARC
 
| Many more combat skills and more attributes, etc.  
 
| [[#Core72|Core72]], [[#Core73|Core73]], [[#Core74|Core74]], [[#Req45|Req45]], [[#Req54|Req54]], [[#Req85|Req85]], [[#Req92|Req92]], [[#Req104|Req104]], [[#Req149|Req149]], [[#Req164|Req164]], [[#Req171|Req171]], [[#Req183|Req183]], [[#Req188|Req188]], [[#Req192|Req192]], [[#Req198|Req198]], [[#Req199|Req199]], [[#Req200|Req200]], [[#Req206|Req206]], [[#Req224|Req224]], [[#Req230|Req230]], [[#Req233|Req233]], [[#Req234|Req234]], [[#Req290|Req290]], [[#Req315|Req315]], [[#Req330|Req330]], [[#Req331|Req331]], [[#Req340|Req340]], [[#Req352|Req352]], [[#Req403|Req403]], [[#Req466|Req466]], [[#Req532|Req532]], [[#Req568|Req568]], [[#Req575|Req575]], [[#Bloat15|Bloat15]], [[#Bloat55|Bloat55]], [[#Bloat76|Bloat76]], [[#Bloat102|Bloat102]], [[#Bloat127|Bloat127]], [[#Bloat135|Bloat135]], [[#Bloat136|Bloat136]], [[#Bloat137|Bloat137]], [[#Bloat138|Bloat138]], [[#Bloat139|Bloat139]], [[#Bloat141|Bloat141]], [[#Bloat142|Bloat142]], [[#Bloat162|Bloat162]], [[#Bloat222|Bloat222]], [[#Bloat254|Bloat254]], [[#Bloat271|Bloat271]], [[#PowerGoal 28|PowerGoal28]], [[#PowerGoal 29|PowerGoal29]], [[#PowerGoal 61|PowerGoal61]], [[#PowerGoal 63|PowerGoal63]], [[#PowerGoal 77|PowerGoal77]], [[#PowerGoal 79|PowerGoal79]], [[#PowerGoal 89|PowerGoal89]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 93|PowerGoal93]], [[#PowerGoal 94|PowerGoal94]], [[#PowerGoal 96|PowerGoal96]], [[#PowerGoal 103|PowerGoal103]] and [[#PowerGoal 150|PowerGoal150]].
 
|-
 
|      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|Core75]], [[#Core76|Core76]], [[#Req214|Req214]], [[#Req317|Req317]], [[#Bloat26|Bloat26]] and [[#Bloat143|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|Core77]], [[#Core78|Core78]], [[#Req317|Req317]], [[#Req441|Req441]], [[#Req489|Req489]], [[#Bloat115|Bloat115]], [[#Bloat193|Bloat193]], [[#Bloat194|Bloat194]] and [[#PowerGoal 31|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|Core79]], [[#Core80|Core80]], [[#Req395|Req395]], [[#Bloat49|Bloat49]], [[#Bloat173|Bloat173]], [[#PowerGoal 13|PowerGoal13]], [[#PowerGoal 60|PowerGoal60]], [[#PowerGoal 68|PowerGoal68]] and [[#PowerGoal 134|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|Core82]], [[#Core83|Core83]], [[#Req303|Req303]], [[#Req327|Req327]], [[#Req366|Req366]], [[#Bloat53|Bloat53]], [[#Bloat75|Bloat75]], [[#Bloat143|Bloat143]], [[#PowerGoal 14|PowerGoal14]], [[#PowerGoal 22|PowerGoal22]], [[#PowerGoal 23|PowerGoal23]], [[#PowerGoal 25|PowerGoal25]], [[#PowerGoal 26|PowerGoal26]], [[#PowerGoal 38|PowerGoal38]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 66|PowerGoal66]], [[#PowerGoal 80|PowerGoal80]], [[#PowerGoal 91|PowerGoal91]], [[#PowerGoal 99|PowerGoal99]], [[#PowerGoal 124|PowerGoal124]], [[#PowerGoal 126|PowerGoal126]], [[#PowerGoal 136|PowerGoal136]] and [[#PowerGoal 146|PowerGoal146]].
 
|-
 
|  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|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 
 
| 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]].
 
|-
 
| 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|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]].
 
|-
 
|  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|Core87]], [[#Core88|Core88]], [[#Req148|Req148]], [[#Bloat206|Bloat206]] and [[#PowerGoal 129|PowerGoal129]].
 
|-
 
|  PRESENTATION ARC
 
|  A cleaner interface and more interface and display options will make the game more accessible. Better support for translations.
 
|  [[#Core21|Core21]], [[#Core50|Core50]], [[#Core51|Core51]], [[#Core52|Core52]], [[#Core54|Core54]], [[#Req37|Req37]], [[#Req43|Req43]], [[#Req79|Req79]], [[#Req142|Req142]], [[#Req152|Req152]], [[#Req179|Req179]], [[#Req180|Req180]], [[#Req207|Req207]], [[#Req218|Req218]], [[#Req258|Req258]], [[#Req306|Req306]], [[#Req314|Req314]], [[#Req320|Req320]], [[#Req328|Req328]], [[#Req332|Req332]], [[#Req338|Req338]], [[#Req381|Req381]], [[#Req382|Req382]], [[#Req383|Req383]], [[#Req386|Req386]], [[#Req387|Req387]], [[#Req388|Req388]], [[#Req390|Req390]], [[#Req401|Req401]], [[#Req402|Req402]], [[#Req411|Req411]], [[#Req421|Req421]], [[#Req430|Req430]], [[#Req432|Req432]], [[#Req434|Req434]], [[#Req443|Req443]], [[#Req460|Req460]], [[#Req483|Req483]], [[#Req513|Req513]], [[#Req520|Req520]], [[#Req531|Req531]], [[#Req546|Req546]], [[#Req547|Req547]], [[#Req548|Req548]], [[#Req550|Req550]], [[#Req556|Req556]], [[#Req558|Req558]], [[#Req559|Req559]], [[#Req560|Req560]], [[#Req564|Req564]], [[#Req566|Req566]], [[#Req570|Req570]], [[#Req585|Req585]], [[#Bloat52|Bloat52]], [[#Bloat106|Bloat106]], [[#Bloat107|Bloat107]], [[#Bloat108|Bloat108]], [[#Bloat118|Bloat118]], [[#Bloat153|Bloat153]], [[#Bloat199|Bloat199]], [[#Bloat268|Bloat268]], [[#Bloat303|Bloat303]], [[#Bloat307|Bloat307]], [[#Bloat311|Bloat311]], [[#Bloat354|Bloat354]], [[#Bloat355|Bloat355]], [[#Bloat358|Bloat358]], [[#Bloat361|Bloat361]], [[#Bloat364|Bloat364]], [[#Bloat368|Bloat368]] and [[#Bloat379|Bloat379]].
 
|-
 
|  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|Core97]], [[#Core98|Core98]], [[#Core99|Core99]] and [[#Core100|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|Core53]], [[#Core92|Core92]], [[#Core93|Core93]], [[#Core94|Core94]], [[#Core95|Core95]] and [[#Core96|Core96]].
 
|}
 
 
 
==Long-Term Arcs== 
 
   
 
{| class="wikitable" valign="top"
 
|- style="background:#EFEFEF"
 
! style="width:20%"|Arc
 
! style="width:40%"|Description
 
! style="width:40%"|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|Core30]], [[#Core33|Core33]], [[#Req131|Req131]], [[#PowerGoal 18|PowerGoal18]], [[#PowerGoal 47|PowerGoal47]], [[#PowerGoal 57|PowerGoal57]], [[#PowerGoal 65|PowerGoal65]], [[#PowerGoal 95|PowerGoal95]] and [[#PowerGoal 124|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|Bloat149]].
 
|-
 
| EARLY GAME
 
| The Age of Myth in world generation should be playable. 
 
| [[#Bloat148|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|Req469]] and [[#Bloat146|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|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. 
 
|[[#PowerGoal 60|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. 
 
|[[#PowerGoal 62|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|Bloat134]], [[#PowerGoal 58|PowerGoal58]], [[#PowerGoal 68|PowerGoal68]], [[#PowerGoal 84|PowerGoal84]], [[#PowerGoal 92|PowerGoal92]], [[#PowerGoal 97|PowerGoal97]], [[#PowerGoal 108|PowerGoal108]], [[#PowerGoal 122|PowerGoal122]] and [[#PowerGoal 128|PowerGoal128]].
 
|-
 
| 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|Bloat134]], [[#Bloat147|Bloat147]], [[#PowerGoal 58|PowerGoal58]] and [[#PowerGoal 60|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|Bloat344]], [[#Bloat376|Bloat376]], [[#Bloat377|Bloat377]], [[#Bloat382|Bloat382]], [[#PowerGoal 64|PowerGoal64]], [[#PowerGoal 75|PowerGoal75]], [[#PowerGoal 82|PowerGoal82]], [[#PowerGoal 86|PowerGoal86]], [[#PowerGoal 90|PowerGoal90]], [[#PowerGoal 105|PowerGoal105]], [[#PowerGoal 109|PowerGoal109]], [[#PowerGoal 113|PowerGoal113]], [[#PowerGoal 118|PowerGoal118]], [[#PowerGoal 122|PowerGoal122]], [[#PowerGoal 125|PowerGoal125]], [[#PowerGoal 135|PowerGoal135]], [[#PowerGoal 139|PowerGoal139]], [[#PowerGoal 141|PowerGoal141]] and [[#PowerGoal 146|PowerGoal146]].
 
|-
 
| 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|Bloat150]], [[#Bloat217|Bloat217]] and [[#PowerGoal 125|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. 
 
|[[#PowerGoal 81|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
 
Building blocks for some of the arcs
 +
Core
  
=Core items=
+
    * Core1, WRESTLING, Completed: Introduce close combat with various manuevers.
{| class="wikitable" valign="top"
+
    * Core2, ADVENTURER EATING AND DRINKING, Completed: Start the adventurer with food and allow them to eat and drink.
|- style="background:#EFEFEF"
+
    * 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
! style="width:10%"| Core-item
 
! style="width:15%"| Name
 
! style="width:10%"| Status
 
! style="width:50%"| Description
 
! style="width:15%"| Requirements
 
|-
 
| <div id="Core1">Core1</div>
 
| WRESTLING
 
| Completed
 
| Introduce close combat with various manuevers.
 
|
 
|-
 
| <div id="Core2">Core2</div>
 
| ADVENTURER EATING AND DRINKING
 
| Completed
 
| Start the adventurer with food and allow them to eat and drink.
 
|
 
|-
 
| <div id="Core3">Core3</div>
 
| 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|Core38]]
 
|-
 
| <div id="Core4">Core4</div>
 
| GROUND INTERACTIONS
 
| Completed
 
| Introduce adventurer interacting with the environment.
 
|
 
|-
 
| <div id="Core5">Core5</div>
 
| ADVENTURER TRAVEL
 
| Completed
 
| Allow the adventurer and companions to travel between sites on the world map.
 
|
 
|-
 
| <div id="Core6">Core6</div>
 
| BASIC ADVENTURER ENVIRONMENTAL EFFECTS
 
| Completed
 
| Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.
 
|
 
|-
 
| <div id="Core7">Core7</div>
 
| CONVERSATIONS
 
| Completed
 
| Add the ability to talk to other creatures in adventure mode.
 
|
 
|-
 
| <div id="Core8">Core8</div>
 
| ADVENTURER SHOPS
 
| Completed
 
| Basic buying and selling of objects in adventure mode.
 
|
 
|-
 
| <div id="Core9">Core9</div>
 
| TOWNS
 
| Completed
 
| Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.
 
|
 
|-
 
| <div id="Core10">Core10</div>
 
| OO CODE UPDATE
 
| Completed
 
| Update all of the major code objects to C++.
 
|
 
|-
 
| <div id="Core11">Core11</div>
 
| 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.
 
|
 
|-
 
| <div id="Core12">Core12</div>
 
| END GAME
 
| Completed
 
| Handled dwarf mode end game.
 
|
 
|-
 
| <div id="Core13">Core13</div>
 
| BEAST ATTACKS
 
| Completed
 
| Have the larger beasts that live in the caves attack your fortress during dwarf mode.
 
|
 
|-
 
| <div id="Core14">Core14</div>
 
| 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.
 
|
 
|-
 
| <div id="Core15">Core15</div>
 
| 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.
 
|
 
|-
 
| <div id="Core16">Core16</div>
 
| END GAME 2
 
| Completed
 
| Additional dwarf mode end game.
 
|
 
|-
 
| <div id="Core17">Core17</div>
 
| LEGENDS
 
| Completed
 
| Introduce the legends screen, historical events and historical figures.
 
|
 
|-
 
| <div id="Core18">Core18</div>
 
| INTERFACE KEYS
 
| Completed
 
| Put the interface keys in editable files.
 
|
 
|-
 
| <div id="Core19">Core19</div>
 
| 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.
 
|
 
|-
 
| <div id="Core20">Core20</div>
 
| TITLE MOVIES
 
| Completed
 
| Do the intro movies with sound.
 
|
 
|-
 
| <div id="Core21">Core21</div>
 
| 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.
 
|
 
|-
 
| <div id="Core22">Core22</div>
 
| 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.
 
|
 
|-
 
| <div id="Core23">Core23</div>
 
| THE MANUAL
 
| Completed
 
| Do all of the sections of a basic manual to be viewed in-game.
 
|
 
|-
 
| <div id="Core24">Core24</div>
 
| 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|Core61]]
 
|-
 
| <div id="Core25">Core25</div>
 
| 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.
 
|
 
|-
 
| <div id="Core26">Core26</div>
 
| 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|Core25]], [[#Core45|Core45]]
 
|-
 
| <div id="Core27">Core27</div>
 
| 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|Core26]]
 
|-
 
| <div id="Core28">Core28</div>
 
| 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|Core29]], [[#Bloat172|Bloat172]]
 
|-
 
| <div id="Core29">Core29</div>
 
| 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|Core28]]
 
|-
 
| <div id="Core30">Core30</div>
 
| 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|Core28]]
 
|-
 
| <div id="Core31">Core31</div>
 
| MAPS FOR SITES
 
| Completed
 
| Caves and goblin fortress maps.
 
|
 
|-
 
| <div id="Core32">Core32</div>
 
| STARTING QUESTS
 
| Completed
 
| Set up asking about surroundings, basic quests and town defense.
 
|
 
|-
 
| <div id="Core33">Core33</div>
 
| 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.
 
|
 
|-
 
| <div id="Core34">Core34</div>
 
| ABANDONMENT
 
| Completed
 
| Preserved dwarves when you abandon a game in an 'army' for later use.
 
|
 
|-
 
| <div id="Core35">Core35</div>
 
| 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|Core27]]
 
|-
 
| <div id="Core36">Core36</div>
 
| 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.
 
|
 
|-
 
| <div id="Core37">Core37</div>
 
| RETIREMENT
 
| Completed
 
| Add the ability to retire (or rest) your adventurer in any town.
 
|
 
|-
 
| <div id="Core38">Core38</div>
 
| 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.
 
|
 
|-
 
| <div id="Core39">Core39</div>
 
| END GAME 3
 
| Completed
 
| Additional handling of dwarf mode end game.
 
|
 
|-
 
| <div id="Core40">Core40</div>
 
| 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.
 
|
 
|-
 
| <div id="Core41">Core41</div>
 
| 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.
 
|
 
|-
 
| <div id="Core42">Core42</div>
 
| 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.
 
|
 
|-
 
| <div id="Core43">Core43</div>
 
| 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|Core42]]
 
|-
 
| <div id="Core44">Core44</div>
 
| 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.
 
|
 
|-
 
| <div id="Core45">Core45</div>
 
| 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|Core44]]
 
|-
 
| <div id="Core46">Core46</div>
 
| 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|Core45]]
 
|-
 
| <div id="Core47">Core47</div>
 
| CLEANING HISTORY
 
| Completed
 
| Unimportant dead historical figures should be abstracted away to save space.
 
|
 
|-
 
| <div id="Core48">Core48</div>
 
| 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.
 
|
 
|-
 
| <div id="Core49">Core49</div>
 
| FULL Z AXIS
 
| Completed
 
| The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.
 
|
 
|-
 
| <div id="Core50">Core50</div>
 
| TILESET SUPPORT
 
| (Future)
 
| Allow graphical tiles to be used for all game objects.
 
|
 
|-
 
| <div id="Core51">Core51</div>
 
| 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.
 
|
 
|-
 
| <div id="Core52">Core52</div>
 
| INTERFACE OVERHAUL
 
| (Future)
 
| A coherent interface, additional options and mouse support.
 
|
 
|-
 
| <div id="Core53">Core53</div>
 
| 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.
 
|
 
|-
 
| <div id="Core54">Core54</div>
 
| 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.
 
|
 
|-
 
| <div id="Core55">Core55</div>
 
| 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|Req96]]
 
|-
 
| <div id="Core56">Core56</div>
 
| 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.
 
|
 
|-
 
| <div id="Core57">Core57</div>
 
| 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
 
  
Bloats are somewhat superfluous ideas and thoughts of the Adams brothers.
+
Old bugs, additions and adjustments
 +
Reqs
  
{| class="wikitable" valign="top"
+
    * 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.
|- style="background:#EFEFEF"
+
    * 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.
! style="width:10%"| Bloat-item
+
    * Req3, TWEAK PRODUCTS OF WOOD BURNING, Completed.
! style="width:15%"| Name
+
    * Req4, PAYMENT FOR STORAGE JOBS, Completed.
! style="width:10%"| Status
+
    * Req5, STOP TREES FROM BEING ADJACENT, Completed.
! style="width:50%"| Description
+
    * Req6, CHECK CONTAINER CONTENTS FOR EXPORT MANDATE VIOLATIONS, Completed.
! style="width:15%"| Requirements
+
    * 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.
| <div id="Bloat1">Bloat1</div>
+
    * Req9, RESTRAINED SLEEP, (Future): People don't sleep/rest when they are chained/caged.
| ITEM GLOSSES
+
    * Req10, CARETAKER WELL USE, Completed: Caretakers seeking water should be able to use wells.
| Completed
+
    * 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.
| <div id="Bloat2">Bloat2</div>
+
    * Req15, LAVA AND TREES, Completed: Lava flow should destroy trees, although this might wait for fire and the tree could catch fire first.
| MORE ITEM IMPROVEMENTS
+
    * Req16, REMOVE PUBLIC CHEST/CABINETS, Completed: This is part of the swap over to the bin system.
| (Future)
+
    * Req17, AJAR DEFAULT DOOR SETTING, Completed.
| Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
+
    * 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
| <div id="Bloat3">Bloat3</div>
 
| PLAY
 
| (Future)
 
| Kids should want toys and play with them, adults can use puzzle boxes.
 
|
 
|-
 
| <div id="Bloat4">Bloat4</div>
 
| HIDDEN FUN STUFF
 
| Completed
 
|
 
|
 
|-
 
| <div id="Bloat5">Bloat5</div>
 
| BURROWS
 
| Completed
 
| (Upgraded) Moved this to a core item.
 
|
 
|-
 
| <div id="Bloat6">Bloat6</div>
 
| BAR COUNTING
 
| (Future)
 
| Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
 
|
 
|-
 
| <div id="Bloat7">Bloat7</div>
 
| RENTAL UNITS
 
| (Future)
 
| Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 
|
 
|-
 
| <div id="Bloat8">Bloat8</div>
 
| RENT SETTING
 
| (Future)
 
| Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 
|
 
|-
 
| <div id="Bloat9">Bloat9</div>
 
| NOBLE RENT TWEAKS
 
| (Future)
 
| Nobles tweaking the rent of places they like so as to obtain them.
 
|
 
|-
 
| <div id="Bloat10">Bloat10</div>
 
| WHEELBARROWS
 
| (Future)
 
| Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
 
|
 
|-
 
| <div id="Bloat11">Bloat11</div>
 
| FOOD HOARDERS BEWARE
 
| (Future)
 
| Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
 
|
 
|-
 
| <div id="Bloat12">Bloat12</div>
 
| VERMIN TROUBLE
 
| (Future)
 
| More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
 
|
 
|-
 
| <div id="Bloat13">Bloat13</div>
 
| HUNTING THE SMALL
 
| (Future)
 
| Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
 
|
 
|-
 
| <div id="Bloat14">Bloat14</div>
 
| HUNTER AI
 
| (Future)
 
| Be smarter about returning kills when interrupted.
 
|
 
|-
 
| <div id="Bloat15">Bloat15</div>
 
| FILTHY COMBAT EXTENSIONS
 
| (Future)
 
| Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
 
|
 
|-
 
| <div id="Bloat16">Bloat16</div>
 
| ADVENTURING IN DWARF MODE
 
| Completed
 
| (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
 
|
 
|-
 
| <div id="Bloat17">Bloat17</div>
 
| UNDERWATER DUNGEONS
 
| (Future)
 
| There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
 
|
 
|-
 
| <div id="Bloat18">Bloat18</div>
 
| VERMIN AND DISEASE
 
| (Future)
 
| Link vermin to plagues.
 
|
 
|-
 
| <div id="Bloat19">Bloat19</div>
 
| FLUID WORKSHOPS
 
| (Future)
 
| More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
 
|
 
|-
 
| <div id="Bloat20">Bloat20</div>
 
| TRAP CONVERSION ISSUES
 
| (Future)
 
| It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
 
|
 
|-
 
| <div id="Bloat21">Bloat21</div>
 
| VARIOUS GHOST IDEAS
 
| (Future)
 
| Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
 
|
 
|-
 
| <div id="Bloat22">Bloat22</div>
 
| ART HISTORY
 
| (Future)
 
| Comments on art work, over different periods in the artist's career.
 
|
 
|-
 
| <div id="Bloat23">Bloat23</div>
 
| END GAME EXPANSION
 
| (Future)
 
| Extend adventure opportunities in end game caverns.
 
|
 
|-
 
| <div id="Bloat24">Bloat24</div>
 
| ADVENTURE MODE TWEAK
 
| Completed
 
|
 
|
 
|-
 
| <div id="Bloat25">Bloat25</div>
 
| ELVEN FOREST RETREAT
 
| (Future)
 
| Control elf forest retreat. They could be on break all the time.
 
|
 
|-
 
| <div id="Bloat26">Bloat26</div>
 
| SIDE STORIES
 
| (Future)
 
| Little scenarios and side stories added to caves to make them more interesting.
 
|
 
|-
 
| <div id="Bloat27">Bloat27</div>
 
| ABSTRACT KNOWLEDGE SYSTEM
 
| (Future)
 
| Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
 
|
 
|-
 
| <div id="Bloat28">Bloat28</div>
 
| GATES
 
| (Future)
 
| Sizeable giant gates that can be opened and closed remotely.
 
|
 
|-
 
| <div id="Bloat29">Bloat29</div>
 
| MECHANISMS OUTDOORS
 
| (Future)
 
| Allow some of the traps to be placed outside.
 
|
 
|-
 
| <div id="Bloat30">Bloat30</div>
 
| AUTOMATE KITCHEN
 
| (Future)
 
| It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 
|
 
|-
 
| <div id="Bloat31">Bloat31</div>
 
| ABUSING DIPLOMATS AND MERCHANTS
 
| (Future)
 
| Various ways to assassinate diplomats and cause trouble.
 
|
 
|-
 
| <div id="Bloat32">Bloat32</div>
 
| WORKSHOP ASSIGNMENT
 
| (Future)
 
| Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
 
|
 
|-
 
| <div id="Bloat33">Bloat33</div>
 
| EYE GLASSES
 
| (Future)
 
| Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
 
|
 
|-
 
| <div id="Bloat34">Bloat34</div>
 
| MIRRORS
 
| (Future)
 
| Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
 
|
 
|-
 
| <div id="Bloat35">Bloat35</div>
 
| PROSTHETIC LIMBS
 
| (Future)
 
| Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
 
|
 
|-
 
| <div id="Bloat36">Bloat36</div>
 
| DICE AND PLAYING CARDS
 
| (Future)
 
|
 
|
 
|-
 
| <div id="Bloat37">Bloat37</div>
 
| COSTUMES
 
| (Future)
 
|
 
|
 
|-
 
| <div id="Bloat38">Bloat38</div>
 
| MASKS
 
| (Future)
 
|
 
|
 
|-
 
| <div id="Bloat39">Bloat39</div>
 
| CLOCKS
 
| (Future)
 
|
 
|
 
|-
 
| <div id="Bloat40">Bloat40</div>
 
| BETTER BEDS
 
| (Future)
 
| Can extend the list of available materials, add blankets, pillows, etc.
 
|
 
|-
 
| <div id="
 
  
=Power Goals=
+
Somewhat superfluous ideas...
 +
Bloats
  
Power Goals are the ultimate missions for the future.
+
    * Bloat1, ITEM GLOSSES, Completed.
 +
    * Bloat2, MORE ITEM IMPROVEMENTS, (Future): Do more with matching up specific item improvements to the item type. Figurines can have associated shapes, much like engravings, and these can generate more slots for improvement. An image added on an improvement can do the same thing. So a shield could have an image of a tortoise engraved on it, and the tortoise could be given ruby eyes, etc.
 +
    * Bloat3, PLAY, (Future): Kids should want toys and play with them, adults can use puzzle boxes.
 +
    * Bloat4, HIDDEN FUN STUFF, Completed.
 +
    * Bloat5, BURROWS, Completed: (Upgraded) Moved this to a core item.
 +
    * Bloat6, BAR COUNTING, (Future): Keep track of bars and blocks more closely. It can count the number of bars and they could be thrown individual by the adventurer. This also allows the refinement of the amount of metal used by jobs.
 +
    * Bloat7, RENTAL UNITS, (Future): Allow bedrooms and dining rooms etc. to be rented out as units instead of the current bedroom only system.
 +
    * Bloat8, RENT SETTING, (Future): Improve the rent setting process. Could be through some kind of supply/demand calc, perhaps realized by hidden bidding.
 +
    * Bloat9, NOBLE RENT TWEAKS, (Future): Nobles tweaking the rent of places they like so as to obtain them.
 +
    * Bloat10, WHEELBARROWS, (Future): Wheelbarrows could be made and used by haulers to do several jobs at once. The AI for this is complicated though.
 +
    * Bloat11, FOOD HOARDERS BEWARE, (Future): Plagues of vermin for people that keep way too much food. Some of them could even be large-sized regular creatures. Fungus civilizations and large crawling beasts.
 +
    * Bloat12, VERMIN TROUBLE, (Future): More vermin trouble for farmers in general. This makes vermin hunting pets more essential to have around. There can be various funny farm vermin. They could burrow in the farms. Creatures outside could also make burrows.
 +
    * Bloat13, HUNTING THE SMALL, (Future): Ability to carry multiple small kills when hunting, hunters should also be able to hunt the smaller vermin that are running around without having to use a special job issued from a building.
 +
    * Bloat14, HUNTER AI, (Future): Be smarter about returning kills when interrupted.
 +
    * Bloat15, FILTHY COMBAT EXTENSIONS, (Future): Throwing sand into eyes, spitting, spitting blood into eyes. Should be able to cup hands to pick up liquid/semi-liquid items so you can pitch vomit etc. at opponents.
 +
    * Bloat16, ADVENTURING IN DWARF MODE, Completed: (Obsolete -- there's no longer a notion of separate locations for these areas) In the same way as you'll send out baron patrols, send out patrols into wells and side dungeons (in the chasm etc.). Regular adventure mode could also go into these places.
 +
    * Bloat17, UNDERWATER DUNGEONS, (Future): There should be undersea dungeons, swimming and diving. The liquid doesn't have to be water, especially in bad bad places. Ice could also be involved, and grottos open to air. Moats could use some of this. If the elves conquer your fortress they could turn it into a nature preserve of some kind.
 +
    * Bloat18, VERMIN AND DISEASE, (Future): Link vermin to plagues.
 +
    * Bloat19, FLUID WORKSHOPS, (Future): More fluid multi-purpose workshops, where you can do simple tasks in a general purpose shop, but you can add tools to make more specialized objects with bonuses.
 +
    * Bloat20, TRAP CONVERSION ISSUES, (Future): It could change or add new traps to your dwarf cave when it is abandoned. It should only reset spent traps when it makes sense (ie the cave is inhabitated by intelligent creatures).
 +
    * Bloat21, VARIOUS GHOST IDEAS, (Future): Blame the lever puller for flooded dungeon, make a ghost constantly pull the lever. Save relationships with various entities and have ghosts react to entity members as they would in life possibly. Ghosts can show you their bodies. Ghosts can pretend to do their old jobs. Ghost appearance can depend on how they died. Could force the adventurer to interact with ghosts to access now-secret parts of the fortress (could also use writings and legends for this). It can keep outposts that it normally throws away for fun little ghost stories. If the dwarves hate the elves, the ghosts could guide the adventurer to a poisoned goblet or insultingly engraved object to bring back to the elves, and they could lie to the player about it.
 +
    * Bloat22, ART HISTORY, (Future): Comments on art work, over different periods in the artist's career.
 +
    * Bloat23, END GAME EXPANSION, (Future): Extend adventure opportunities in end game caverns.
 +
    * Bloat24, ADVENTURE MODE TWEAK, Completed.
 +
    * Bloat25, ELVEN FOREST RETREAT, (Future): Control elf forest retreat. They could be on break all the time.
 +
    * Bloat26, SIDE STORIES, (Future): Little scenarios and side stories added to caves to make them more interesting.
 +
    * Bloat27, ABSTRACT KNOWLEDGE SYSTEM, (Future): Implement a more abstract "knowledge" system. Right now it tracks what items a civilization uses and what creatures it has seen, but there could be general things like how good their crossbow making knowledge is or even points of philosophy and law, etc. Knowledge could be transferred, lost and rediscovered.
 +
    * Bloat28, GATES, (Future): Sizeable giant gates that can be opened and closed remotely.
 +
    * Bloat29, MECHANISMS OUTDOORS, (Future): Allow some of the traps to be placed outside.
 +
    * Bloat30, AUTOMATE KITCHEN, (Future): It would be nice to automate the kitchen like the butcher or loom, but it's a harder problem.
 +
    * Bloat31, ABUSING DIPLOMATS AND MERCHANTS, (Future): Various ways to assassinate diplomats and cause trouble.
 +
    * Bloat32, WORKSHOP ASSIGNMENT, (Future): Permanent assignment to workshops. Can also set skill restrictions on shops, assign them to burrows or have a master-apprentice system over the workshops.
 +
    * Bloat33, EYE GLASSES, (Future): Eye glasses and dwarves that need them. Jeweler can make lenses from raw glass, and then make frames from another material.
 +
    * Bloat34, MIRRORS, (Future): Use glass and silver to make mirrored glass, then use another material to create hand mirrors or large standing mirrors.
 +
    * Bloat35, PROSTHETIC LIMBS, (Future): Prosthetic limbs, could be fitted to individuals. Could be improved with hooks and so on.
 +
    * Bloat36, DICE AND PLAYING CARDS, (Future).
 +
    * Bloat37, COSTUMES, (Future).
 +
    * Bloat38, MASKS, (Future).
 +
    * Bloat39, CLOCKS, (Future).
 +
    * Bloat40, BETTER BEDS, (Future): Can extend the list of available materials, add blankets, pillows, etc.
 +
    * Bloat41, MECHANICAL TOYS, (Future): Like regular toys, but they requires small mechanisms made at the mechanic's workshop. These mechanisms could be more or less specific to the task.
 +
    * Bloat42, AUTOMATONS, (Future): Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
 +
    * Bloat43, THINGS TO SMOKE, (Future): Things to smoke, pipes, smoke circle events and so on.
 +
    * Bloat44, RESCUE OPERATIONS, (Future): Rescuing kidnap victims using baron-level patrols or adventurers.
 +
    * Bloat45, FLASKS, (Future): Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
 +
    * Bloat46, PROPER PREGNANCY, (Future): Currently creatures become pregnant from a distance, although it does do a gender check at least.
 +
    * Bloat47, POND FISHING, (Future): Cats should fish things out of your ponds.
 +
    * Bloat48, PERSONALITIES, Completed: Dwarves should be further individualized with the potential to affect most aspects of the game.
 +
    * Bloat49, ARTIFACT GROUPS, (Future): Connections between artifacts. Some artifacts could be made in groups, especially ammo and small jewelry.
 +
    * Bloat50, RESTRICT ANIMAL TRAINING, (Future): Decrease the effective age range for training animals.
 +
    * Bloat51, FAMILY TREE INTERFACE, (Future): Ability to view family trees. Show marriages, pets, parents of pets, etc.
 +
    * Bloat52, INTERFACE MOVEMENT, (Future): More ways in the interface to get between different unit/building/item views.
 +
    * Bloat53, MANDATE TEXT, (Future): Add some flavor text to noble mandates, including punishment descriptions.
 +
    * Bloat54, BUILDING JOB PRIORITIES, (Future): Soften up and allow some customization to building jobs priorities. This can be done with a job application process (hidden) that works quickly to choose the best units.
 +
    * Bloat55, SULLIES, Completed: Blood contaminants on units and items from fights and walking through pools, etc.
 +
    * Bloat56, EXTEND FELL MOOD, (Future): Extend fell mood to encompass other victims.
 +
    * Bloat57, LAVA FURNACES, Completed.
 +
    * Bloat58, MORE LIVESTOCK, (Future): Livestock. Use of feathers. Use of wool. Various eggs and nests. Dwarves should hate eating plants all the time.
 +
    * Bloat59, MORE HAULING, (Future): Animal-drawn carts and large rocks. Use carts and places to post them to do hauls more efficiently (move dozens of objects from post to post between burrows).
 +
    * Bloat60, KITCHEN STORAGE, (Future): Allow kitchen to store some barrels, although not sure about this.
 +
    * Bloat61, HIDDEN MACABRE FUN STUFF, (Future).
 +
    * Bloat62, WORKSHOP GUILD ASSOCIATIONS, (Future): Extend guild associations to buildings. This can be used to control mandate punishments and other things.
 +
    * Bloat63, COAL BYPRODUCTS, (Future): Coal gas and coal tar. Tar could be used in soaps. Prolonged exposure to gas can cause diseases.
 +
    * Bloat64, PROPER GEM ENVIRONMENTS, Completed: Link gem types with proper substrates as much as possible.
 +
    * Bloat65, ROCK APPEARANCE, Completed: Make sandstone look better, can extend rock types in general.
 +
    * Bloat66, NO RECORD, Completed.
 +
    * Bloat67, PET AGE INTERFACE, (Future): Mention pet age in their names or have profiles for them.
 +
    * Bloat68, SCARY EVIL ARMIES, (Future): Evil opponents with flavor, generals riding giant beasts, favorite beasts, could be saved by intervening armies that fight it out in front of your fortress.
 +
    * Bloat69, MORE END GAME, (Future): Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
 +
    * Bloat70, ROOM ASSIGNMENT INTERFACE, (Future): Ability to assign rooms from the unit screen.
 +
    * Bloat71, MORE UNIT TYPES, Completed: Add some more distinctions to dwarf unit types.
 +
    * Bloat72, ELVEN DIPLOMACY, (Future): Right now diplomacy with the elves and so on is pretty lame. They should look over your effects on the wilderness and judge accordingly, but also respect the current state between your civ and theirs.
 +
    * Bloat73, MORE DIPLOMACY, (Future): Some first contact diplomacy stuff. Your outpost could be the first contact between the two entities, or they might already have a long history. All of these things need to be integrated and respected.
 +
    * Bloat74, NO RECORD, Completed.
 +
    * Bloat75, MINOR PUNISHMENT, (Future): Minor punishments like fines and beard shaving and permanent marks. Beard shaving implies beards, which implies wrestling with hair.
 +
    * Bloat76, MONSTER FIGHTING SKILLS, (Future): Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.
 +
    * Bloat77, CLAY, MUD, ADOBE STUFF, (Future): Can use the kiln, have glazes, etc. Bricks.
 +
    * Bloat78, WAGE AND JOB MANDATES, (Future): Nobles tweaking wages, nobles demanding jobs. If a noble becomes friends with a miner, the noble could mandate more mining jobs if the friend is poor, or even if the friend isn't poor. The nobles could also retaliate against people they hold grudges against by suspending certain forms of work briefly, although that is dangerous.
 +
    * Bloat79, BONUSES FOR GOOD JOB, (Future): Bonus on top of regular wages for doing a good job. This is partially implemented.
 +
    * Bloat80, POND WATER USE, Completed: Drink out of ponds if no wells or rivers accessible.
 +
    * Bloat81, VISIBLE SWIMMERS, Completed: Show swimming wilderness critters occasionally if the population is high. This can include things like the salmon runs. Can be used in ponds as well, although it's already done there somewhat.
 +
    * Bloat82, EXTEND RANSACKING, (Future): Extend ransacking code so that nobles can do it during tantrums. Right now it is restricted to tax collection guards.
 +
    * Bloat83, PORTERS, (Future): Nobles can have other people store their possessions, possibly for a wage.
 +
    * Bloat84, LEFT/RIGHT SPLIT, Completed: Consider splitting up items like "gloves" into left and right to handle things like severs correctly and to allow interesting mismatches. The downside is that it would make dwarf mode storage more of a hassle. Under consideration.
 +
    * Bloat85, MORE FOOD PREFS, (Future): Prepared food preferences, like "biscuits" or "minced foods" without respect to what is actually in it. Very picky dwarves, especially nobles, could like things like "roasted venison biscuits" or something, but then you'd have to be able to have that much control over the kitchen. Requires Req129.
 +
    * Bloat86, UNIT DISTINCTIONS, (Future): Distinguish thieves a bit based on quality as they gain skill.
 +
    * Bloat87, PET ADMIRATION ISSUE, (Future): Issue/optimization with being satisfied at seeing animals you like.
 +
    * Bloat88, MORE SLEEP DISTURBANCES, (Future): Make nearby violent deaths disturb sleepers heavily, or even wake them up.
 +
    * Bloat89, EXTREME MOOD MODIFICATION, (Future): Reduce the finality of going berserk, at least initially, can also swap between the other final moods like depression and insanity.
 +
    * Bloat90, MUTINY, (Future): Mutinies by mistreated and unhappy soldiers, possibly taking the whole squad or causing conflict within it. Small versions of this can be disregarding your orders.
 +
    * Bloat91, HOUSE OF ANIMALS, (Future): Advocacy from the house of animals noble.
 +
    * Bloat92, BETTER PARTIES, (Future): Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.
 +
    * Bloat93, AMOROUS RELATIONSHIPS, (Future): Dwarves that become good friends can have little parties by themselves. Eventually they can get married.
 +
    * Bloat94, INSTRUMENT USE, (Future): Instrument use at parties.
 +
    * Bloat95, GRUDGES, (Future): Grudges and personality conflicts. So instead of making friends, sometimes, dwarves will make enemies. Can form grudges over dead pets and fist fight tantrums. If a cat eats an escaped vermin pet, the owner can start a fist fight with the nearest cat or with the cat's owner.
 +
    * Bloat96, WAGE ADJUSTMENT, (Future): Bonuses for dangerous taming jobs.
 +
    * Bloat97, ETCHING, (Future): Etching on items. Could lead to magical runes type stuff.
 +
    * Bloat98, HIDDEN FUN STUFF, Completed.
 +
    * Bloat99, SELF-SERVICE HEALTHCARE, (Future): Take charge of your own health if nobody comes to help after a while.
 +
    * Bloat100, TECHNICAL SITE EXTENSIONS, Completed: Some issues with extending dwarf mode to other sites.
 +
    * Bloat101, CAGE OPTIMIZATION, (Future): Optimize the caging routines.
 +
    * Bloat102, AMMO FETCHING, (Future): Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
 +
    * Bloat103, THIEF AI, (Future): Improve thieves ability to get around your guys. Right now they just charge in and leave it to chance pretty much.
 +
    * Bloat104, CHITIN PROCESSING, (Future): Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
 +
    * Bloat105, OSTRACISM AND SOCIAL STIGMA, (Future): Alienation of badly misbehaving dwarves.
 +
    * Bloat106, JUSTICE INTERFACE, (Future): Give more information on the justice screen.
 +
    * Bloat107, THIEF INFORMATION, (Future): Give more information about how much thieves have stolen.
 +
    * Bloat108, IMPROVE HISTORY SCREEN, (Future).
 +
    * Bloat109, DRINK IMPROVEMENTS, (Future): More names for drinks, they could have special names, commemorate things, be improved in the kitchen, associated drinking rituals, etc.
 +
    * Bloat110, CAVE-IN INJURIES, (Future): Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
 +
    * Bloat111, KNOWLEDGE OF TREES, (Future): Add civ knowledge of trees. There could be more unsavory kinds of trees in the evil places, and the goblins could know about them. For some reason, I stream-of-consciousnessed goblins capturing and butchering your adventurer with you having time to escape here too.
 +
    * Bloat112, IMPROVE CALENDAR, (Future): Make the calendar more interesting. It can depend on the entity involved. There could be days commemorated by certain entities named on the calendar, including those corresponding to historical events that happen during your games.
 +
    * Bloat113, THEFT IMPROVEMENTS, (Future): Thieves should be able to steal tagged items from the depot. Thieves can steal animals and later have the same animal as a pet, or it could be processed into jewelry.
 +
    * Bloat114, THEFT IMPROVEMENTS, (Future): Make the highest power thieves more daring and interesting.
 +
    * Bloat115, MISSING HIST FIGS, (Future): Certain historical figures, such as those in the king's entourage, are currently generated rather than being present during history creation.
 +
    * Bloat116, ART IMAGERY, (Future): More varied art imagery, such as buildings and siege engines.
 +
    * Bloat117, SIEGE ENGINES, (Future): Do more with siege engines, more types, more descriptions like animal-headed battering rams and so on. This also leads to extensive improvements that could be made. This involves taking the general "ballista parts" and so on and making them more specific.
 +
    * Bloat118, INTERFACE MOVEMENT, (Future): Improve ability to hop between interface screens, especially when viewing items, jobs, buildings and units.
 +
    * Bloat119, CONTAINER CONTENTS PAGING, Completed: Clean up scroll overflows on the item screen.
 +
    * Bloat120, JOB STATS OPTIMIZATION, (Future): Technical tweak of job completion number storage.
 +
    * Bloat121, CHAR MAP CUSTOMIZATION, Completed: (Upgraded) Ability to customize the character maps has been superceded by tiles.
 +
    * Bloat122, OWNABLE LIQUIDS, (Future): Certain liquids should be ownable.
 +
    * Bloat123, SIBLING MIGRANT ISSUE, (Future): Sibling migrants don't track relationships properly.
 +
    * Bloat124, SMALL MIGRANTS, (Future): Allow migrants to bring babies and the small pocket pets.
 +
    * Bloat125, VERMIN OFFERING RESOLUTION, (Future): Traded vermin should be converted into pets if they are brought back or seen again, or they could just disappear as if eaten or processed.
 +
    * Bloat126, HIDDEN FUN STUFF, Completed.
 +
    * Bloat127, HEALING CODE TWEAK, (Future): There's a small issue with healing that might slow the mending of breaks slightly.
 +
    * Bloat128, DREAMS, (Future): Use the current dream code to make it track random dreams, could do premonitions with this.
 +
    * Bloat129, INVENTORY SHUFFLING, (Future): Refine equipment shuffling code so that dwarves fill their hands evenly if necessary.
 +
    * Bloat130, OPTIMIZATION FOR INVASIONS, (Future): Speed optimization for invasion code.
 +
    * Bloat131, INVASION HISTORIES, (Future): Improve history keeping for invasions. There are also some issues with ambush invasions possibly being given away by the siege light.
 +
    * Bloat132, HIDDEN FUN STUFF, (Future).
 +
    * Bloat133, PHILOSOPHER ADVOCACY, (Future): Advocacy by philosopher (complains to mayor as the others do). Could be some standard ethical stuff, but with a dwarven bent.
 +
    * Bloat134, WIZARD STUFF, (Future): This bloat was just to remind me about books and all kinds of magic stuff arc.
 +
    * Bloat135, WRESTLING, (Future): Track who is lowest if a bunch of people are wrestling in a square and start to crush them.
 +
    * Bloat136, WRESTLING, (Future): Various ways to involve exposed guts in wrestling. Grab the guts. Strangle with the guts. Flames should affect spilled guts. Guts should remain on the field after death.
 +
    * Bloat137, WRESTLING, (Future): Technical issue with stuck-ins and freedom of movement.
 +
    * Bloat138, WRESTLING, (Future): Handle grab-tear shaking and further poison injection.
 +
    * Bloat139, WRESTLING, (Future): Incidental item/item, item/bp tangle-ups.
 +
    * Bloat140, SPECIFIC WRESTLING INTERFACE, Completed.
 +
    * Bloat141, WRESTLING MOVES AND MORE INTERFACE, (Future): Lifts, impalements, smashing into terrain, disarms, throat-slitting, etc. Much more wrestling. Make graspers and the most common moves appear at the top of the interface list.
 +
    * Bloat142, AND MORE WRESTLING, (Future): Reversing wrestling holds.
 +
    * Bloat143, PUNISHMENT, (Future): Thrown in cave as punishment for a crime, remove your possessions. This could also be a typical start scenario.
 +
    * Bloat144, DISEASE AND INFECTION, (Future): Disease and infection. Get some from swamp or blood drinking. Hearty creatures (like dwarves) shouldn't be affected so much. The absence of a spleen can increase the chance of septicemia. Infections of some wounds, especially if you are dirty, leprosy type stuff, plagues. Tumors, especially those caused by magic. The kidneys, spleen, liver, stomach and pancreas should have functions that are reduced by damage.
 +
    * Bloat145, RUST, (Future): Rust and verdigris and so on.
 +
    * Bloat146, HUMAN TOWN MODE, (Future): Control human town. See future dev.
 +
    * Bloat147, WIZARD MODE, (Future): Control wizard from tower, etc. See future dev.
 +
    * Bloat148, EARLY GAME, (Future): Start games in Age of Myth. See future dev.
 +
    * Bloat149, LATE GAME, (Future): Run games passed the Golden Age into more mundane times. See future dev.
 +
    * Bloat150, WORLD CUSTOMIZATION, (Future): Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
 +
    * Bloat151, HIDDEN FUN STUFF, (Future).
 +
    * Bloat152, FIGURINE SHAPES, (Future): Shapes for figurines.
 +
    * Bloat153, MORE UNIT SCREENS, (Future): Other helpful versions of the unit screen for various purposes. This could just wait for tiles and access to graphics and scrollbars and so on.
 +
    * Bloat154, ACTIVATE SOLDIERS FROM MAIN SCREEN, Completed.
 +
    * Bloat155, MERCHANT FOOD PRICES, (Future): Expand merchant price tweaks to cover foods.
 +
    * Bloat156, SIEGE ENGINE IMPROVEMENT, Completed.
 +
    * Bloat157, EXCISE SOME OLD PLOT STUFF, Completed.
 +
    * Bloat158, COIN IMAGES, Completed.
 +
    * Bloat159, CHANGE SNEAK SKILL, (Future): Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
 +
    * Bloat160, KILL VERMIN, (Future): Adventurer should be able to kill live vermin, rather than being forced to eat them alive. Eating them alive should be harder. Cooking should be preferable.
 +
    * Bloat161, MORE PLAYER ABUSE, (Future): Many other ways to abuse the player's body, aside from what it does now. Hang the bodies from trees. Flay. Make clothing and ornaments. Body part sculptures. Crucifixion. Associated shit-talking and historical events. You should be able to do anything to an enemy's body that they can do to you. These should also be recorded in the histories.
 +
    * Bloat162, POWDER THROWS, (Future): Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
 +
    * Bloat163, COLLECTOR QUESTS, (Future): Quests to gather rare bugs in glass vials (coins too). Since these are actual game objects rather than scripted events, these quests could be very open and challenging.
 +
    * Bloat164, ITEM PLACEMENT, (Future): Items should be placed in dwarf mode ponds sometimes after game.
 +
    * Bloat165, WALL HANGINGS AND RUGS, (Future): Rugs, tapestries, paintings, etc. This leads to things like paint and pigments. The player's skin could hang in the goblin fortress in the same way. It could even be improved like dwarf items. Requires Core43.
 +
    * Bloat166, BATHS, (Future): Bath tubs. Golden bath tubs. Use of soap with a bucket of water.
 +
    * Bloat167, ANIMAL PREFS AND DEATH, (Future): Consider animal prefs/dislikes in thoughts when doing butchering jobs (or in combat).
 +
    * Bloat168, PET EATERS, (Future): Hungry pet carnivore could kill your other pets, leading to fights between pet owners.
 +
    * Bloat169, INSIDE WILDLIFE, Completed: Diversify behavior of inside wildlife. A lot of them could act more like the outside wildlife than the insane murderers they are now. Then it would make more sense for them to be brought or kept as pets.
 +
    * Bloat170, ROOM CLEANING, (Future): Cleaning rooms more responsibly, perhaps before sleeping.
 +
    * Bloat171, ADVENTURER AND TOYS, (Future): You should be able to play with all the toys. Puzzleboxes can contain things in adventure mode, related to anything (history, secret doors, whatever).
 +
    * Bloat172, DEEP SITES, (Future): There should be more interesting sites deep in the mountains, and it should be possible for you to create multi-tile tunnels under mountain ranges with various sites of your making and not of your making on the way.
 +
    * Bloat173, FINDING BUYERS, (Future): Arranging for buyers for artifacts. It could be harder to access nobles, and this might be a challenge.
 +
    * Bloat174, NOBLE RANK SYSTEM, Completed: Consider sometimes having just one baron/baroness, but they rank up as you improve, rather than many of these nobles at each rank.
 +
    * Bloat175, CARE PACKAGES, (Future): Being able to send comforting trinkets and provisions to your armies.
 +
    * Bloat176, PHYSICAL FEATURES, (Future): Various superfluous physical features for dwarves and others.
 +
    * Bloat177, PRISON REFORM, (Future): If prisoner situation becomes untenable etc., can have a rebellion against the nobles. Nobles should stop throwing people in jail if enough are already there.
 +
    * Bloat178, MINING TWEAK, Completed.
 +
    * Bloat179, HIDDEN FUN STUFF, (Future).
 +
    * Bloat180, HIDDEN FUN STUFF, (Future).
 +
    * Bloat181, ABANDONMENT ISSUE, (Future).
 +
    * Bloat182, CAVE CLAIMING, (Future): Should be able to run something like reclaim mode on any available cave. You could run a reclaim on anything with a group of adventurers you've assembled yourself.
 +
    * Bloat183, CHILD NAMING, (Future): Children can be named after historical figures, including adventurers, and parents can explain why they selected the name. In general, the fame and infamy of adventurers can be realized in various ways.
 +
    * Bloat184, NO RECORD, Completed.
 +
    * Bloat185, LIBRARIES, (Future): Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
 +
    * Bloat186, HIDDEN FUN STUFF, (Future).
 +
    * Bloat187, WRITING AND GRAPHICS, (Future): If tile graphics go in, be sure to pay attention to the writing system. The writing and associated graphics can be generated for each entity.
 +
    * Bloat188, KEYS, (Future): Keys, the kind that unlock doors. These can be used everywhere, thrown all over your old dwarf caves for some of the doors etc. Requires Core42.
 +
    * Bloat189, INTERNAL AREAS, (Future): Internal mushroom jungles and lost whatevers and so on.
 +
    * Bloat190, UNDERGROUND LAKES, Completed: Large underground lakes, can build platforms on them, and the platforms can support further buildings.
 +
    * Bloat191, SNAKES AND WORMS, (Future): There are some complications from these creatures since they should always be on the ground and need to start that way.
 +
    * Bloat192, LYING AND BEING PUNISHED, (Future): You should be able to tell people you know how to kill dragons and then some guys could join you and turn on you as soon as you get into the woods and leave you naked. Proper bar tales should be generated.
 +
    * Bloat193, DEMOGRAPHICS ISSUES 1, (Future): If a town runs out of women, they could seek more.
 +
    * Bloat194, DEMOGRAPHICS ISSUES 2, (Future): If there are too many men in town, they could start more wars.
 +
    * Bloat195, ADVENTURER MOUNTS, (Future): Should be able to acquire mounts and beasts of burden.
 +
    * Bloat196, VILLAGE STORIES, (Future): Profiles can track the last few spots the creature has been at with the associated years, and they could refer to this while chatting. Certain people could stretch these years out of bounds and talk about ancient things not involving them and write themselves into the story.
 +
    * Bloat197, MINIMAP ISSUES, (Future): Center X on minimap and make sure it flickers properly.
 +
    * Bloat198, SITE SPRAWL, (Future): The largest cities should have multiple site maps linked up at the edges to help with loading issues, though it will have to handle the AI for creatures that have business across multiple sections.
 +
    * Bloat199, MINING/CUTTING ANNOUNCEMENTS, (Future): It could announce when current reachable wood-cutting and mining jobs are done.
 +
    * Bloat200, PERSISTENT CONVERSATIONS, (Future): Conversations can remain active once the screen closes, allowing you to move around and do things while the conversation is still running. Conversations would fade over time. You could have more than one active conversation, and multiple participants could be involved in these. This would be important for group meetings and side discussions with a messenger than comes in and so on. This will require conversations to be saved and loaded as well.
 +
    * Bloat201, CONVERSATION UTTERANCE BUILDERS, (Future): When asking specific questions or making statements, much like wrestling, you could set specific parameters. You could set a topic and a question word or your topic and intention and a tone.
 +
    * Bloat202, CONVERSATION PLEASANTRIES, (Future): Have random pleasantries with random responses.
 +
    * Bloat203, SPECIFIC QUERIES, (Future): Can ask about any entity, site, creature etc that is known to you.
 +
    * Bloat204, STORE QUERIES, (Future): Can ask about stores, people can direct you, even to another town.
 +
    * Bloat205, UNIT KNOWLEDGE, (Future): Could set up a system whereby each creature in the town knows different facts, even if they have the same entity affiliations.
 +
    * Bloat206, DWARF/ELF COMMUNITIES, (Future): Add meaningful things to the dwarf/elf communities.
 +
    * Bloat207, SLOW ESCALATION TO VIOLENCE, (Future): Rather than just killing you, or even creating a crime, there should be a slow escalation through violent stages. For instance, if you throw a toad at somebody (once projectile damage is fixed and projectiles can hit friendlies), they could get upset and yell at you. You could lie about doing it. And they could see through it if they don't see anybody else around. Store owners should yell at you if you leave, but not send the whole town to kill you.
 +
    * Bloat208, VEGETATION ISSUES, (Future): More shrub pictures, flowers with pictures, times of flowering, grass browning should be controlled by more than just temperature (rainfall, etc.).
 +
    * Bloat209, REGION FACTS, (Future): Regions can have legend facts, like what dwells there. Only show discovered populations.
 +
    * Bloat210, STORE NAMES, (Future): The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
 +
    * Bloat211, RELATIONSHIP OPTIMIZATION, Completed: There's a technical optimization tagged in the code for how they store relationships.
 +
    * Bloat212, BOTTLING, (Future): Glass bottles for trading away master booze, bottling it and aging it, fun labeling of the bottles complete with names and images and years, comments on years, collector quests.
 +
    * Bloat213, HIDDEN FUN STUFF, (Future).
 +
    * Bloat214, SPRINTING, (Future): Move faster, but have to move an extra square and can't turn fast, if you press backward it could make you slide forward on the ground, should cause exertion
 +
    * Bloat215, COIN ISSUE, Completed: Technical issue with coin batches.
 +
    * Bloat216, FINALIZE ART IMAGES, Completed: Art images should describe historical events, etc., rather than just being an image.
 +
    * Bloat217, SAVING MAP SEEDS, Completed: Option to save a map seed once a map is created, so you can generate it again or send the seed to a friend without having to send a whole save folder.
 +
    * Bloat218, VEIN MINING OPTION, (Future): Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them.
 +
    * Bloat219, HISTORY GROUPING, (Future): When you enter places, it could record it all of the subsequent events under a general heading which it names later, like "the raid of ".
 +
    * Bloat220, AGING ITEMS, (Future): Items that should rot when you visit a site after some time will only undergo one change right now, they can go from fresh to being gone. It would be nice if item aging and rotting could be unified into a seamless system that let you age an item by any amount, but there are a number of obstacles.
 +
    * Bloat221, ART IMAGE COMPLEXITY AND IMPROVEMENT, (Future): Item improvement image complexity can be determined by craft quality, the image can generate slots for further improvements on the item to occupy, but it needs to do this in an abstract way that works for detail events as well, and also statues and figurines
 +
    * Bloat222, FRIENDLY FIRE, (Future): If you fire at an enemy 5 squares away and that creature is wrestling with a friendly, there should be a chance of hitting the friendly. But if the buddy is in the line of fire (by squares) but much closer to you, you shouldn't hit the buddy at all.
 +
    * Bloat223, WILDERNESS CAUTION, (Future): Abort random encounters against large groups of adventurers if there's no chance of attacker victory
 +
    * Bloat224, STATUE IMPROVEMENTS, (Future): Describe statues, analagous to figurines, could have arms that can be moved and hidden levers and buttons and so on, could be linked to creature defs and be animated or come alive
 +
    * Bloat225, UNPREPARED FISH ROTTING, (Future): Unprepared fish should rot slowly in the foodpile, like unrendered fat.
 +
    * Bloat226, WEB CHECK, (Future): Technical issue with webs.
 +
    * Bloat227, LEAPING AND PITS, (Future): Could add little open pits in the caves, respecting Z coord, and the ability to leap into any space with a confirmation, it might be a hassle to teach the path-finding of your opponents to leap after you though
 +
    * Bloat228, ADVENTURE MODE DREAMS WHILE SLEEPING, (Future): Dreams in adventure mode, occasionally you can get history, other information and quests this way
 +
    * Bloat229, QUICKLIME, (Future): Bake limestone in a kiln for it, and implement some uses
 +
    * Bloat230, DWARVEN HUNGER, Completed: Hungry dwarves should take food from the merchant if they need it, although this could cause trouble between the civs if the merchant doesn't return with enough value
 +
    * Bloat231, HIDDEN FUN STUFF, (Future).
 +
    * Bloat232, SWEAT, (Future): Linked to exertion, can have a number of effects.
 +
    * Bloat233, ARENAS, (Future): Fight for food or money, stuff can be on chains or just waiting inside. Various associated industries.
 +
    * Bloat234, APPROPRIATE ANIMALS FOR CIVS, (Future): Dwarves shouldn't use full-sized horses to pull their wagons, for example.
 +
    * Bloat235, HALF-BLOCKED SKY, (Future): "you cannot view the sky to the south because of the cliff face", etc. This sort of thing would block your vision of certain clouds and the moon and sun at certain times.
 +
    * Bloat236, MARTIAL LAW, (Future): Nobles could declare martial law if things get out of hand, which could have various effects.
 +
    * Bloat237, EVIL ALCHEMY, (Future): Certain of the darker mood dwarves could take over alchemy shops and use the dwarven liver and so on.
 +
    * Bloat238, REGIONAL EVIL EXPLANATIONS, (Future): Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
 +
    * Bloat239, REGION HISTORIES, (Future): There should be associated events for regions going bad etc, and the old name of the region prior to its name change should be recorded.
 +
    * Bloat240, Z VEINS, Completed: Currently only the main Z level has associated gem and metal vein events, this needs to be changed.
 +
    * Bloat241, CREATURE ANTICS, (Future): Creatures, including ones like kobolds, could dig around for pretty rocks, root around in the mud, and make random vocalizations, rather than just wandering from point to point.
 +
    * Bloat242, REGIONAL POPULATIONS INFLUENCE CIV ITEMS, (Future): The wilderness creatures available locally should influence what sort of objects the people are wearing, although when caravans go in things can become more blurred. Could have notions of what's fashionable. They could comment on the adventurer's clothing in this respect.
 +
    * Bloat243, CLOTHING VARIATIONS, (Future): Entities need to have clothing variations, even at the town level. This includes adding many clothing types beyond the shirt and pants we currently have. Certain materials and dye colors could be in favor (need to add dye first).
 +
    * Bloat244, VOCALIZATIONS, (Future): Battle yells, random grunts, etc.
 +
    * Bloat245, IMPROVEMENT OF ENGRAVINGS, (Future): This is already referred to in many places, but engravings should be able to be improved by gems etc. There's a difficulty selecting which ones need to be improved, since you could place a workshop over it, etc.
 +
    * Bloat246, ORGAN RETENTION, (Future): Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
 +
    * Bloat247, HERBIVORES AND LIVESTOCK AND SO ON, (Future): Herbivores should be able to eat grass outside, people can bring livestock, not as pets, sheep/goats -- sheep lead to wool on butcher? or can you process them without butcher at the farm shop, like milking?
 +
    * Bloat248, TRANSLATION CLEARANCE, Completed: Go through and check languages for tone.
 +
    * Bloat249, PROPER BLOOD SUCKING, (Future): Blood sucking should occur over a longer period like the latch and-shake wrestling move. It should also feed the sucker.
 +
    * Bloat250, AUTOMATIC MANDATE HANDLING, (Future): Could add an option to make noble mandates go directly into the work order queue.
 +
    * Bloat251, USEFUL TREASURER, (Future): The treasurer could walk around and combine coin stacks.
 +
    * Bloat252, ENVIRONMENTAL LEARNING, (Future): Some preferences could be gained by children as they play and explore, rather than having them be innate. These can include personality development. Many preferences and other aspects of their profiles shouldn't be visible at first.
 +
    * Bloat253, ADVANCED WORK ORDERS, (Future): Work orders could be made more intelligent, so that they could order up precursors to the job at hand rather than just failing.
 +
    * Bloat254, GRAB-TEARS II, (Future): If the strength+size difference is large enough, a wrestler should be able to rip an enemy apart directly.
 +
    * Bloat255, INCIDENTAL HANGINGS, (Future): If a creature is attached by the neck to a chain building and falls down in the z direction or into a chasm, it should start strangling.
 +
    * Bloat256, VEGETATION MELTING/BOILING, (Future): Vegetation made out of exotic materials that would melt rather than burn aren't currently supported.
 +
    * Bloat257, TANNING, (Future): Tanning should probably be made more interesting.
 +
    * Bloat258, WATERPROOFING, (Future): Waterproofing of leather might become an issue
 +
    * Bloat259, TAWING, (Future): An interesting alternative to tanning.
 +
    * Bloat260, CUSTOM ENGRAVINGS, (Future): People have expressed an interest in engraving custom text and symbols.
 +
    * Bloat261, LEGEND ERASURE, (Future): It should be possible to rehide history events so that a new player can rediscover the legends of a world.
 +
    * Bloat262, MORE THOUGHT INFORMATION, (Future): Certain thoughts need to store additional information.
 +
    * Bloat263, MASTERPIECE TRADE, (Future): Masterpieces should be handled in a more interesting fashion as it relates to trade. Specific people should be interested in obtaining the best works.
 +
    * Bloat264, DYES AND MORDANTS, (Future): There are all sorts of things that can be done with dyes and mordants.
 +
    * Bloat265, WOODEN FURNITURE DISASSEMBLY, (Future): Ability to take apart wooden furniture.
 +
    * Bloat266, TALKING ABOUT THE WEATHER, (Future): Ability to ask people, including farmers, about the weather and time of day. They might comment about past or future weather. Weather information might be volunteered without prompting.
 +
    * Bloat267, EXTENDED BARTERING, (Future): Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering.
 +
    * Bloat268, SCREENSHOTS, (Future): Ability to have the game output a screenshot easily.
 +
    * Bloat269, ALCHEMY, (Future): Various uses and reactions of chemicals, acids etc.
 +
    * Bloat270, COMBAT LOGS AND EVENTS, (Future): Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
 +
    * Bloat271, DRAGGING PEOPLE AROUND, (Future): Ability to drag somebody around instead of releasing a wrestling hold when you move.
 +
    * Bloat272, WATER POISONING, (Future): Malicious creatures might attempt to poison or otherwise taint your water supply.
 +
    * Bloat273, ONE-STEP OPTIONS, (Future): Ability to set the amount of time advanced by the one-step key.
 +
    * Bloat274, CUSTOM COLORS, (Future): Customizable unit and custom profession colors.
 +
    * Bloat275, REVENGE AND INJURIES, (Future): More revenge-based thoughts that can mitigate injury thoughts. Development of hatred for groups of creatures after an injury or other act.
 +
    * Bloat276, HIDDEN FUN STUFF, (Future).
 +
    * Bloat277, SOUND EVENTS, (Future): Removal of annoying off-screen combat spam and replacement with sound events that have displayed locations. Selection of the sound event might show a further breakdown of associated announcements. Might be very useful if screen is blanked out on blinding.
 +
    * Bloat278, TRAPS THAT PROPEL THINGS, (Future): Weapon traps cannot propel units, but giant hammer traps should propel units.
 +
    * Bloat279, IMPROVED LEVERS, (Future): Improved lever interface with various options for how the lever behaves. Ability to see what lever does after connection. Ability to disconnect levers.
 +
    * Bloat280, ONE-WAY/SECRET DOORS, (Future): These would be nice but raise path-finding optimization issues.
 +
    * Bloat281, IMPROVE ANIMAL MANAGEMENT, (Future): There are many improvements that can be made to animal management, including improved abilities to assign animals and replace lost assignees as well as various breeding and cull settings.
 +
    * Bloat282, MORE MINERAL PROPERTIES, (Future): The various minerals should have additional properties. These might influence dig speed and so on.
 +
    * Bloat283, DEBUG OPTIONS, (Future): Various ways to fiddle with internal settings.
 +
    * Bloat284, RIVER ROCKS, (Future): The way river flows are calculated, the water won't currently make little white waves against boulder tiles in the middle of the water.
 +
    * Bloat285, CREATURE RANGES, (Future): A given creature should often have a more coherent range over the entire world, rather than going region by region.
 +
    * Bloat286, RAIN POOLING, (Future): Rain should have a chance to collect in certain areas.
 +
    * Bloat287, THIN ICE, (Future): Thin ice is a more difficult problem with the Z axis everywhere, but it should still be possible.
 +
    * Bloat288, DUST STORMS, (Future): There should be giant dust storms, the Spain-sized ones you can see from a satellite.
 +
    * Bloat289, HUMANS USE HORSES, Completed: Humans should ride horses into battle if they are available.
 +
    * Bloat290, LAKE/SWAMP IMPROVEMENTS I, (Future): Water lilies rooted to the soil below, duckweed floating in the water
 +
    * Bloat291, LAKE/SWAMP IMPROVEMENTS II, (Future): Mosquitoes and leeches.
 +
    * Bloat292, DEEP AND PERSISTENT SNOW, (Future): Deep snow that you have to trudge through or that you can sink down into, depending on the regional snowfall number. Snow that lasts for a while at temperatures above freezing, based on amonut and temperature differential.
 +
    * Bloat293, LOCAL ROADS, (Future): Most town sites should have stone or at least dirt roads between all of the buildings, rather than being pristine wildernesses punctuated by buildings.
 +
    * Bloat294, CLEANING ADJACENT INACCESSIBLE SQUARES, (Future): There should be a way to clean chunks and other garbage out of fortifications or other places it gets stuck.
 +
    * Bloat295, WEAPON TRAP EFFECTS, (Future): Traps should often do full damage to units rather than stopping when the unit dies to improve the explosive effect of a many-weaponed trap.
 +
    * Bloat296, FINGERLESS GLOVES, (Future): There are some difficulties with the details of this kind of object. And distinguishing mittens and gloves. And toe socks versus regular socks.
 +
    * Bloat297, CONTINUOUS ITEM AMOUNTS, (Future): Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
 +
    * Bloat298, IMPERFECT CONSTRUCTIONS, (Future): You should be able to intentionally build submasterpiece buildings and items.
 +
    * Bloat299, FLATWORLD, (Future): For processor and memory needs, an ability to make the world flat, with no significant elevation gains in the mountains to cut down on cliff allocations.
 +
    * Bloat300, ARCHERY TRAINING MATERIALS, (Future): Standing orders for archery training regarding which material to use.
 +
    * Bloat301, BUILDING SQUARE BLOCKAGES, (Future): Handle the various issues and annoyance that come from having workshops always block squares in a given pattern.
 +
    * Bloat302, CREATURE ART ELEMENTS, (Future): Allow art elements for abstract body parts, like eyes and hands, with tendencies toward the ones the artist's entity race actually has. Allow varying degrees of specificity for them.
 +
    * Bloat303, NOISE POLLUTION INDICATOR, (Future): It might be helpful to have more of an idea where sleep-disturbing noise is coming from
 +
    * Bloat304, UNDERGROUND TREE CAPS, (Future): Evaluate elf tree caps with respect to underground tree farms.
 +
    * Bloat305, GUILDS, (Future): Bring guild back more robustly as local and civ-wide organizations.
 +
    * Bloat306, HIDDEN FUN STUFF, (Future).
 +
    * Bloat307, DESCRIPTIVE INFO, (Future): Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
 +
    * Bloat308, QUALITY/DAMAGE CUSTOM STOCKPILES, (Future): Allow stockpiles to specify quality/damage state.
 +
    * Bloat309, SENSIBLE MIGRANT PROVISIONS, (Future): Immigrants should arrive with pack animals and various objects that make sense for their role and their journey.
 +
    * Bloat310, STRICT STONE BUILDING MATERIAL REQUIREMENTS, (Future): Some buildings require rock blocks where metal ones would do.
 +
    * Bloat311, UNIT INVENTORY DISPLAY, (Future): Ability to see inventory somewhere on the unit profile screen.
 +
    * Bloat312, MIGRANT CONTROL, (Future): Ability to refuse migrant groups with repercussions.
 +
    * Bloat313, STOCKPILE CONSOLIDATION, (Future): Ability to order the consolidation of items in a given stockpile. Part of the item stacking problem.
 +
    * Bloat314, DESIGNATION SIZE INFO, (Future): When selecting an area, for instance in mining designations, it could show you the dimensions and size of that area.
 +
    * Bloat315, DESIGNATION SHAPES, (Future): Option to designate with circles and custom templates.
 +
    * Bloat316, PIPE SECTIONS, (Future): Square-filling pipes sections that you can place and walk inside and hook together over many tiles and fill with fluids and stuff.
 +
    * Bloat317, PERSISTENT WILDS, (Future): Saving to some extent of non-site wilderness areas. The world is too large to save in its entirety, but some work can be done to save the places you've actually visited without completely filling your hard drive.
 +
    * Bloat318, VARIOUS GRASSES, (Future): Specific grass types associated by midmap square, rather than just 'grass'. Moss could also afford to occur in places other than old sites.
 +
    * Bloat319, IMPROVED BLOOD TRACKING, (Future): It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
 +
    * Bloat320, WORLD-SPANNING FEATURES, (Future): Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
 +
    * Bloat321, FOOTPRINTS, (Future): Footprints for walkers on sand, wet sand, snow, from blood contaminants on stance points, etc. Need some notion of foot print profiles by creature versus stance versus ground material.
 +
    * Bloat322, MISCELLANEOUS MATERIAL ACQUISITION, (Future): Finding jade and so on at certain rivers, finding pearls, amber, etc. Being able to obtain horn and ivory from creatures.
 +
    * Bloat323, WIDER USE OF COLOR DEFINITIONS, (Future): Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
 +
    * Bloat324, FOSSILS, (Future): Fossils beyond petrified wood. Another good way to start the random creature generator. Fossils could be collected by certain people.
 +
    * Bloat325, ADDITIONAL LIQUID TYPES, (Future): Candidates for new flowing "liquids" include sand, oil, mud, blood of various sorts, slime, farm products like grain and beer for the beer fountain. Only a limited number of materials from plant raws like beer would be able to be supported as a map flow at a given time.
 +
    * Bloat326, SKY AND TOPO DISPLAY, (Future): Add various optional methods for visualizing the 3D stuffs.
 +
    * Bloat327, VARIOUS RIDING POSITIONS, (Future): When a creature rides another creature, it isn't very specific about where that creature is, and 'riding' is used for creatures carrying other creatures at times. The game would profit from more specific information.
 +
    * Bloat328, IMPROVED SEASHORES, (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.
 +
    * Bloat329, HIDDEN FUN STUFF, (Future).
 +
    * Bloat330, CLEANSING EVIL AREAS, (Future): The cleansing of evil areas needs to be put back in after tracking is improved.
 +
    * Bloat331, PRESSURE EQUILIBRIUM, (Future): Liquid pressure equilibrium can be given a finer resolution at the cost of some map bits.
 +
    * Bloat332, PATTERN FLYING CRITTERS, (Future): Put the pattern flying cave feature critters back in.
 +
    * Bloat333, ARMOR CONTAMINATION FROM BLEEDING, (Future): Requires location specific bleeding information, tied to scarring and infection.
 +
    * Bloat334, IMPROVE LIQUID SINK DIRECTION, (Future): River flows can be made to appear less diagonal on horizontal/vertical paths, but the routine is expensive.
 +
    * Bloat335, IMPROVED FARMING, (Future): Improved outdoor farming. I've already copied down a ton of NPK tables. We'll see what's inflicted upon you. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with.
 +
    * Bloat336, ITEM PLACEMENT VERSUS SMALL AREAS, (Future): Check some issues with the placement of objects versus small isolated areas.
 +
    * Bloat337, PEAT, (Future): Make peat more than just another soil type.
 +
    * Bloat338, MORE OUTDOOR MAP FEATURES, (Future): Various additional outside and inside features, like mesas, canyons, hill tops and so on.
 +
    * Bloat339, RIVER OVERFLOWS, (Future): River overflows and the return of the associated farming techniques.
 +
    * Bloat340, BOULDER REMOVAL, (Future): The ability to excavate boulders in the ground to make a stone object, as if you want another stone object.
 +
    * Bloat341, STUCK-IN CONTAMINANTS, (Future): Issues with contaminants on item that becomes stuck inside another creature.
 +
    * Bloat342, MIGRANT HISTORICAL EVENTS, (Future): Some issues with migrants and associated historical events.
 +
    * Bloat343, CLIMBING, (Future): Ability to climb terrain that would be otherwise impassable.
 +
    * Bloat344, RELIGIONS AND CULTS, (Future): Return of things like the death and weapon nobles via potentially world-wide religions and cults.
 +
    * Bloat345, WEB MOVEMENT, (Future): Creatures that spin large webs should be able to move along the web, even in open space.
 +
    * Bloat346, SUPER NIGHT SKY, (Future): Stars, entity-named constellations with lines chosen for them. If there are hemispheres, visible stars can change with position. If the world rotates, they can move during the course of an evening.
 +
    * Bloat347, HEREDITY, (Future): Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
 +
    * Bloat348, LINGUISTICS, (Future): Aside from having translations for basic words and a displayed written language, civ languages could also have a syntax, phonetic information, etc.
 +
    * Bloat349, UNIT NAMES, (Future): Right now it only lets you specify a few unit names. It should let you do more with profession names by race/entity. This ties in to having specialized unit names for certain customized professions within an entity.
 +
    * Bloat350, MORE MECHANISMS, (Future): Animal power for turning wheels etc., other pumps like tympanum wheels, various other things.
 +
    * Bloat351, UNAWARE OF PROFESSIONS, (Future): Your adventurer should not know somebody is a "guard" for example without knowing a bit about the civilization or at least doing some observation.
 +
    * Bloat352, RIVER/LAKE IMPROVEMENTS, (Future): There are various cosmetic improvements that can be made to under/above ground rivers and lakes.
 +
    * Bloat353, BARRACKS FUNCTION SPLIT, (Future): The barracks has various functions, and you should be able to say what goes on in a given barracks.
 +
    * Bloat354, SAVE KITCHEN SETTINGS, (Future): You should be able to save settings in the kitchen screen for later games. Applies to some other menus as well.
 +
    * Bloat355, TAKING NOTES, Completed: It would be nice to be able to take notes on both the embark screen world map and during the regular game that you can view later.
 +
    * Bloat356, IMPROVED FISHING, (Future): Dwarves should be able to fish for certain unit-sized creatures. Fish should be visible all over the place and dwarves should possibly have to catch them, depending on how the AI works out.
 +
    * Bloat357, HOLDING BREATH, (Future): Being able to hold your breath in adventure mode might be an interesting mechanic. You wouldn't have to do it explicitly any time you wanted to swim, but it might be a neat way to interact with gases and other features.
 +
    * Bloat358, MACROS, (Future): You should be able to make keyboard macros to perform complicated repetitive actions.
 +
    * Bloat359, UNCONVENTIONAL AMMUNITION, (Future): You should be able to attempt to use various non-standard items in missile weapons and siege weapons.
 +
    * Bloat360, OTHER WATER SOURCES, (Future): There should be various additional ways to obtain water. Rain, filling barrels from streams, simple desalination, etc.
 +
    * Bloat361, EMBARK PROFESSION UPDATE, (Future): As you change skills on the embark screen, it should show the dwarf's resulting profession.
 +
    * Bloat362, VERMIN BODIES, (Future): Small animals should have full body representations, even if they don't have as many effects as they do for unit-sized creatures. These might only be allocated if something actually happens to the creature in question.
 +
    * Bloat363, FURNITURE FLUX, (Future): You should be able to break down furniture and other objects that are made from materials that have occur in reactions (such as a flux) and use them at the smelter for example.
 +
    * Bloat364, SITE RECTANGLE INFORMATION, (Future): Sites should be able to give additional information about what is in their world map rectangle for map export and embark screen purposes.
 +
    * Bloat365, GLACIER/OCEAN INTERFACE, (Future): The boundary between the glacier and ocean biomes probably shouldn't be a regular beach in virtually all cases.
 +
    * Bloat366, SMOOTHER ELEVATION CHANGES, (Future): The game relies on cliffs too much to handle midmap elevation changes, especially in river valleys.
 +
    * Bloat367, WATER ON BUILDINGS DISPLAY, (Future): Water running over buildings currently blots them out. You should probably be able to see what's there -- grates and bars at the very least.
 +
    * Bloat368, GENDER-BASED PICTURES, (Future): You should be able to further specify which graphical tiles are used if you like.
 +
    * Bloat369, LEGENDARY SWIM SPEED, (Future): It could afford to make finer gradations for swim skill passed legendary.
 +
    * Bloat370, ITEMS AND GRATES/BARS, (Future): Small items should have a chance of falling through floor grates. Floor bars should be even worse. Projectiles should also interact with grates and bars (similar to fortifications).
 +
    * Bloat371, SUBORDINATE SITE POPULATIONS, (Future): A site that becomes subordinated under a dwarf site should still be able to maintain its inhabitants after the dwarf game.
 +
    * Bloat372, MORE WITH TRAPS, (Future): Traps, being far too powerful, should probably have to be set up. For instance, you should be required to actually create a stonefall trap using a few different locations to get it to work. Pulling things apart like this will also allow more versatility.
 +
    * Bloat373, IMPROVED DRUNKS, (Future): Adventure mode drunks shouldn't be a separate unit type. They are currently determined by the immoderation personality facet, but much more can be done here. In general, there's an implication that world gen personalities should be stored for more units, but that is expensive memory-wise.
 +
    * Bloat374, CONVERSATION SKILLS IN ADVENTURE MODE, (Future): With the proper skills, you should be able to judge the mood of people you are talking to in finer and finer degrees. You should also be able to exercise the various conversation skills that can be used in dwarf mode.
 +
    * Bloat375, PRIVACY AND ADVENTURE MODE CONVERSATIONS, (Future): Depending on personality scores, people you come up to on the street might not want to talk to you about personal matters when they don't know you.
 +
    * Bloat376, TALKING TO GODS, (Future): Instead of being forced to join a temple first, a player should be able to attempt to speak to any known deity.
 +
    * Bloat377, TEMPLE-SPECIFIC TASKS, (Future): High priests at the temple should have various things for you to do. Though it's best to have all task assignments occur within a general framework according to the goals of the task-giver, just being the leader of the temple and a strident believer in a deity will no doubt give rise to interesting and specific quests. Building a new temple and spreading the faith? Recovering holy relics? Dealing with rivals? Objectives could be vague to remove some of the quest straitjacket effect that can develop, as long as it has means to track your progress and you have various means to accomplish the task at hand. It would be cool to be accepted as a temple higher-up once you manager to spread the faith into an outlying village.
 +
    * Bloat378, MORE BUILDING CONVERSATION, (Future): Right now, you only hear architecture comments when there's a direct relationship between the building and a deity, and those relationships are fairly rare. It could talk about the architect, the central figure around which the building was designed, any of the elements used in the architecture, the material used and its relationship any underlying concepts, etc.
 +
    * Bloat379, LEGEND SUBSET SELECTION, (Future): The legends screen is virtually useless once enough objects and events have been discovered. You should be able to select subsets in various ways, whether by creature type or building type or time period or event type or even using a map to go by geographic area.
 +
    * Bloat380, MOODS AND IMPRESSIONS, (Future): In both modes, relationships need to be stored with some more information. People should have short and long-term impressions of the people that they meet, at least as many as it can safely store (and always with the player). They can also have short and long-term moods that are altered by their interactions with others.
 +
    * Bloat381, GENERALIZE ARCHITECTURE SYSTEM, (Future): The system used for temples linking abstract concepts to architectural elements should be put in to place for other structures, especially castles and towers.
 +
    * Bloat382, MORE SPHERE LINKS FOR TEMPLES, (Future): Right now, only certain deity spheres get architecture links in their corresponding temples. There's more that can be done there, and the concept can be expanded from architecture to many other elements of the faith/temple, so that certain type of items/creatures/festivals/rituals/etc. occur in the temple.
 +
    * Bloat383, GOBLIN DUNGEONS, (Future): The goblins lost the tunnel network under their towers with the building revision, and they want it back in improved form with various untoward goings on.
  
{| class="wikitable" valign="top"
+
Ultimate missions for the future.
|- style="background:#EFEFEF"
+
Power Goals
! style="width:10%"| PowerGoal
 
! style="width:20%"| Name
 
! style="width:10%"| Status
 
! style="width:60%"| Description
 
|-
 
| <div id="PowerGoal_1">PowerGoal 1</div>
 
| MIGHTY ARMIES
 
| (Future)
 
| Mighty one-square armies burning villages or reeducating people to their entity.
 
|-
 
| <div id="PowerGoal_2">PowerGoal 2</div>
 
| DWARVEN ARMIES
 
| (Future)
 
| Organize dwarven armies and use them to attack villages and caves on the overland map.
 
|-
 
| <div id="PowerGoal_3">PowerGoal 3</div>
 
| SIEGE DEFENSE
 
| (Future)
 
| Armies torment enemy soldiers from the safety of a castle.
 
|-
 
| <div id="PowerGoal_4">PowerGoal 4</div>
 
| SIEGE PRESSURE
 
| (Future)
 
| After a long siege, starving citizens eat the dead and whatever else they might fancy.
 
|-
 
| <div id="PowerGoal_5">PowerGoal 5</div>
 
| SIEGE POWER
 
| (Future)
 
| Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
 
|-
 
| <div id="PowerGoal_6">PowerGoal 6</div>
 
| FIGHT AND DIE IN ELONGATED WARS
 
| (Future)
 
| You join up with an army and follow it around.
 
|-
 
| <div id="PowerGoal_7">PowerGoal 7</div>
 
| THE ONE LEFT BEHIND
 
| (Future)
 
| You have a conversation with somebody whose parent died in a war.
 
|-
 
| <div id="PowerGoal_8">PowerGoal 8</div>
 
| NEW SOLDIERS
 
| (Future)
 
| You conquer a city and take prisoners back to home, pressing them into service.
 
|-
 
| <div id="PowerGoal_9">PowerGoal 9</div>
 
| BETTIN' ON FORGETTIN'
 
| (Future)
 
| You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
 
|-
 
| <div id="PowerGoal_10">PowerGoal 10</div>
 
| HELP US!
 
| (Future)
 
| A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.
 
|-
 
| <div id="PowerGoal_11">PowerGoal 11</div>
 
| GHOST TOWN
 
| (Future)
 
| A village that was razed becomes peopled by zombies of the dead.
 
|-
 
| <div id="PowerGoal_12">PowerGoal 12</div>
 
| CLAIM THE THRONE
 
| (Future)
 
| You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
 
|-
 
| <div id="PowerGoal_13">PowerGoal 13</div>
 
| ARTIFACT QUEST
 
| (Future)
 
| You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
 
|-
 
| <div id="PowerGoal_14">PowerGoal 14</div>
 
| THE SYSTEM
 
| (Future)
 
| You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
 
|-
 
| <div id="PowerGoal_15">PowerGoal 15</div>
 
| REVENGE AND THE WILDERNESS
 
| (Future)
 
| Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
 
|-
 
| <div id="PowerGoal_16">PowerGoal 16</div>
 
| CARE FOR YOUR STEEDS!
 
| (Future)
 
| You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
 
|-
 
| <div id="PowerGoal_17">PowerGoal 17</div>
 
| THE AFTERMATH
 
| (Future)
 
| Numerous scavengers pick through the remains on a recent battlefield, squabbling.
 
|-
 
| <div id="PowerGoal_18">PowerGoal 18</div>
 
| THE WILY USURPER
 
| (Future)
 
| The evil advisor usurps the throne from the rightful heir.
 
|-
 
| <div id="PowerGoal_19">PowerGoal 19</div>
 
| I HAVE PROOF!
 
| (Future)
 
| You walk into a town and shout "Behold! The left head of the ettin which I slew!"
 
|-
 
| <div id="PowerGoal_20">PowerGoal 20</div>
 
| SETTLING DOWN
 
| (Future)
 
| After proving yourself in battle, you accept a gift and the hand of your spouse.
 
|-
 
| <div id="PowerGoal_21">PowerGoal 21</div>
 
| THERE ARE WOMEN UPRIVER!
 
| (Future)
 
| You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
 
|-
 
| <div id="PowerGoal_22">PowerGoal 22</div>
 
| MIDNIGHT SAPPER
 
| (Future)
 
| In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
 
|-
 
| <div id="PowerGoal_23">PowerGoal 23</div>
 
| SO YOU CAN FEEL IT
 
| (Future)
 
| The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
 
|-
 
| <div id="PowerGoal_24">PowerGoal 24</div>
 
| MERCHANT TRAITOR
 
| (Future)
 
| You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
 
|-
 
| <div id="PowerGoal_25">PowerGoal 25</div>
 
| STRONG ARM ROBBERY
 
| (Future)
 
| You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
 
|-
 
| <div id="PowerGoal_26">PowerGoal 26</div>
 
| THE INTIMIDATOR
 
| (Future)
 
| You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
 
|-
 
| <div id="PowerGoal_27">PowerGoal 27</div>
 
| HUNT THE CYCLOPS
 
| (Future)
 
| The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
 
|-
 
| <div id="PowerGoal_28">PowerGoal 28</div>
 
| RELEASE THE HOUNDS
 
| (Future)
 
| You shoot somebody in the leg, and he starts limping. Then you release the hounds.
 
|-
 
| <div id="PowerGoal_29">PowerGoal 29</div>
 
| EVIDENCE OF SHAME
 
| (Future)
 
| The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
 
|-
 
| <div id="PowerGoal_30">PowerGoal 30</div>
 
| DECLAWED SNACK
 
| (Future)
 
| You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
 
|-
 
| <div id="PowerGoal_31">PowerGoal 31</div>
 
| YOUR DAD AND JUSTICE
 
| (Future)
 
| You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
 
|-
 
| <div id="PowerGoal_32">PowerGoal 32</div>
 
| IT MUST BE POSSIBLE!
 
| (Future)
 
| After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
 
|-
 
| <div id="PowerGoal_33">PowerGoal 33</div>
 
| CARAVAN CONSPIRACY
 
| (Future)
 
| The outlaws meet in the tavern to plot the robbery of the next caravan.
 
|-
 
| <div id="PowerGoal_34">PowerGoal 34</div>
 
| BLESS OUR HERO ON THE QUEST
 
| (Future)
 
| Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
 
|-
 
| <div id="PowerGoal_35">PowerGoal 35</div>
 
| LEG BREAKER
 
| (Future)
 
| You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
 
|-
 
| <div id="PowerGoal_36">PowerGoal 36</div>
 
| NOT WELCOME HERE
 
| (Future)
 
| You - "How do I find the capital?" Peasant - (spits on the ground)
 
|-
 
| <div id="PowerGoal_37">PowerGoal 37</div>
 
| BLOOD IN BLOOD OUT
 
| (Future)
 
| All the warriors come together and toast you into their band after you kill one of their compatriots.
 
|-
 
| <div id="PowerGoal_38">PowerGoal 38</div>
 
| MORNING TEMPERANCE
 
| (Future)
 
| You are banished from the town for drinking before noon.
 
|-
 
| <div id="PowerGoal_39">PowerGoal 39</div>
 
| RESPECTING AUTHORITY
 
| (Future)
 
| After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
 
|-
 
| <div id="PowerGoal_40">PowerGoal 40</div>
 
| THE MARKS OF A WARRIOR
 
| (Future)
 
| You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
 
|-
 
| <div id="PowerGoal_41">PowerGoal 41</div>
 
| THE ARENA
 
| (Future)
 
| You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
 
|-
 
| <div id="PowerGoal_42">PowerGoal 42</div>
 
| THE BLACK CAPS
 
| (Future)
 
| The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
 
|-
 
| <div id="PowerGoal_43">PowerGoal 43</div>
 
| LET'S HAVE A DRINK!
 
| (Future)
 
| You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
 
|-
 
| <div id="PowerGoal_44">PowerGoal 44</div>
 
| PATIENT PRIEST
 
| (Future)
 
| The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
 
|-
 
| <div id="PowerGoal_45">PowerGoal 45</div>
 
| MEET THE CYBERFIST
 
| (Future)
 
| You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
 
|-
 
| <div id="PowerGoal_46">PowerGoal 46</div>
 
| THE GIANT ASS BOOK
 
| (Future)
 
| You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
 
|-
 
| <div id="PowerGoal_47">PowerGoal 47</div>
 
| PLEA BARGAIN
 
| (Future)
 
| A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
 
|-
 
| <div id="PowerGoal_48">PowerGoal 48</div>
 
| ROAD HOUSE
 
| (Future)
 
| Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
 
|-
 
| <div id="PowerGoal_49">PowerGoal 49</div>
 
| SCREAM BALL
 
| (Future)
 
| Trolls take the captives and see if they can throw them all the way over the chasm to each other.
 
|-
 
| <div id="PowerGoal_50">PowerGoal 50</div>
 
| SKULL GAMES
 
| (Future)
 
| Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
 
|-
 
| <div id="PowerGoal_51">PowerGoal 51</div>
 
| BAD GOBLINS
 
| (Future)
 
| Goblins play "who can make the prisoner scream the loudest".
 
|-
 
| <div id="PowerGoal_52">PowerGoal 52</div>
 
| BEAST OF BURDEN
 
| (Future)
 
| Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
 
|-
 
| <div id="PowerGoal_53">PowerGoal 53</div>
 
| MESSALA
 
| (Future)
 
| The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
 
|-
 
| <div id="PowerGoal_54">PowerGoal 54</div>
 
| OFFICIAL CATTLE RUSTLER
 
| (Future)
 
| You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
 
|-
 
| <div id="PowerGoal_55">PowerGoal 55</div>
 
| THE CORRUPT CAPTAIN
 
| (Future)
 
| The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
 
|-
 
| <div id="PowerGoal_56">PowerGoal 56</div>
 
| AN UNFORTUNATE DECISION
 
| (Future)
 
| The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
 
|-
 
| <div id="PowerGoal_57">PowerGoal 57</div>
 
| NICE AND CLEAN
 
| (Future)
 
| The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
 
|-
 
| <div id="PowerGoal_58">PowerGoal 58</div>
 
| WHAT WERE WE THINKING
 
| (Future)
 
| You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
 
|-
 
| <div id="PowerGoal_59">PowerGoal 59</div>
 
| FOOLHARDY
 
| (Future)
 
| The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
 
|-
 
| <div id="PowerGoal_60">PowerGoal 60</div>
 
| HUNGRY LIKE THE WOLF
 
| (Future)
 
| You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
 
|-
 
| <div id="PowerGoal_61">PowerGoal 61</div>
 
| REVERSE COMPOUND FRACTURE
 
| (Future)
 
| As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
 
|-
 
| <div id="PowerGoal_62">PowerGoal 62</div>
 
| THE EVIL PLAYER MEETS THE GOBLINS
 
| (Future)
 
| You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
 
|-
 
| <div id="PowerGoal_63">PowerGoal 63</div>
 
| INEXPERTLY AND REPEATEDLY
 
| (Future)
 
| You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
 
|-
 
| <div id="PowerGoal_64">PowerGoal 64</div>
 
| THE LOCAL SPIRIT
 
| (Future)
 
| You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
 
|-
 
| <div id="PowerGoal_65">PowerGoal 65</div>
 
| KINDA LIKE SNOW WHITE OR SOMETHING
 
| (Future)
 
| You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
 
|-
 
| <div id="PowerGoal_66">PowerGoal 66</div>
 
| IT WAS WORTH THE TIME
 
| (Future)
 
| The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
 
|-
 
| <div id="PowerGoal_67">PowerGoal 67</div>
 
| THE LOCAL ARENA
 
| (Future)
 
| You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
 
|-
 
| <div id="PowerGoal_68">PowerGoal 68</div>
 
| MAGICAL IDIOT PEEPER
 
| (Future)
 
| Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
 
|-
 
| <div id="PowerGoal_69">PowerGoal 69</div>
 
| THE LEGEND OF THE HORAK PART I
 
| (Future)
 
| The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
 
|-
 
| <div id="PowerGoal_70">PowerGoal 70</div>
 
| MUDSLIDE
 
| (Future)
 
| You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
 
|-
 
| <div id="PowerGoal_71">PowerGoal 71</div>
 
| YOUR PLATFORM
 
| (Future)
 
| The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
 
|-
 
| <div id="PowerGoal_72">PowerGoal 72</div>
 
| YEAH!
 
| (Future)
 
| The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
 
|-
 
| <div id="PowerGoal_73">PowerGoal 73</div>
 
| WHERE'S MY MONEY?
 
| (Future)
 
| The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
 
|-
 
| <div id="PowerGoal_74">PowerGoal 74</div>
 
| A PAINFUL MEMORY
 
| (Future)
 
| On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
 
|-
 
| <div id="PowerGoal_75">PowerGoal 75</div>
 
| SONG OF DREAD
 
| (Future)
 
| The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
 
|-
 
| <div id="PowerGoal_76">PowerGoal 76</div>
 
| THE GENERAL'S RING
 
| (Future)
 
| You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
 
|-
 
| <div id="PowerGoal_77">PowerGoal 77</div>
 
| YUCK!
 
| (Future)
 
| You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
 
|-
 
| <div id="PowerGoal_78">PowerGoal 78</div>
 
| WEREWOLF HUNTER
 
| (Future)
 
| Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
 
|-
 
| <div id="PowerGoal_79">PowerGoal 79</div>
 
| THE LEGEND OF THE HORAK PART II
 
| (Future)
 
| The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
 
|-
 
| <div id="PowerGoal_80">PowerGoal 80</div>
 
| BUT HOW DID HE DIE?
 
| (Future)
 
| You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
 
|-
 
| <div id="PowerGoal_81">PowerGoal 81</div>
 
| JOURNEY TO THE UNDERWORLD
 
| (Future)
 
| You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
 
|-
 
| <div id="PowerGoal_82">PowerGoal 82</div>
 
| ON KARNAK'S GOOD SIDE
 
| (Future)
 
| It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
 
|-
 
| <div id="PowerGoal_83">PowerGoal 83</div>
 
| DENIED ENTRY - THE PROPHECY!
 
| (Future)
 
| You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
 
|-
 
| <div id="PowerGoal_84">PowerGoal 84</div>
 
| KILL THE WITCH!
 
| (Future)
 
| The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
 
|-
 
| <div id="PowerGoal_85">PowerGoal 85</div>
 
| RETIRE AS A PEASANT
 
| (Future)
 
| You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
 
|-
 
| <div id="PowerGoal_86">PowerGoal 86</div>
 
| THE PROPHET OF AA
 
| (Future)
 
| The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
 
|-
 
| <div id="PowerGoal_87">PowerGoal 87</div>
 
| DO NOT MOVE FROM THAT SPOT
 
| (Future)
 
| A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
 
|-
 
| <div id="PowerGoal_88">PowerGoal 88</div>
 
| YOUR NAUGHTY CHILD
 
| (Future)
 
| You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
 
|-
 
| <div id="PowerGoal_89">PowerGoal 89</div>
 
| DIGESTIVE TRACT LESSON
 
| (Future)
 
| You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
 
|-
 
| <div id="PowerGoal_90">PowerGoal 90</div>
 
| BY THE POWER OF MOTHRA
 
| (Future)
 
| You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
 
|-
 
| <div id="PowerGoal_91">PowerGoal 91</div>
 
| STREET ALTERCATION
 
| (Future)
 
| He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
 
|-
 
| <div id="PowerGoal_92">PowerGoal 92</div>
 
| ZOMBIES AND REPERCUSSIONS
 
| (Future)
 
| Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
 
|-
 
| <div id="PowerGoal_93">PowerGoal 93</div>
 
| IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY
 
| (Future)
 
| You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
 
|-
 
| <div id="PowerGoal_94">PowerGoal 94</div>
 
| STICK AROUND!
 
| (Future)
 
| The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
 
|-
 
| <div id="PowerGoal_95">PowerGoal 95</div>
 
| THE CROWN IS MINE!
 
| (Future)
 
| The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
 
|-
 
| <div id="PowerGoal_96">PowerGoal 96</div>
 
| BODY SHIELD
 
| (Future)
 
| You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
 
|-
 
| <div id="PowerGoal_97">PowerGoal 97</div>
 
| THE ROYAL CURSE
 
| (Future)
 
| You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
 
|-
 
| <div id="PowerGoal_98">PowerGoal 98</div>
 
| THE MIGHTY HAVE FALLEN
 
| (Future)
 
| You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
 
|-
 
| <div id="PowerGoal_99">PowerGoal 99</div>
 
| IMPENDING JAIL BREAK
 
| (Future)
 
| The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
 
|-
 
| <div id="PowerGoal_100">PowerGoal 100</div>
 
| THE DEATH PIT
 
| (Future)
 
| Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
 
|-
 
| <div id="PowerGoal_101">PowerGoal 101</div>
 
| SHAVED EVIL
 
| (Future)
 
| Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
 
|-
 
| <div id="PowerGoal_102">PowerGoal 102</div>
 
| SAVE MY DOG
 
| (Future)
 
| A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
 
|-
 
| <div id="PowerGoal_103">PowerGoal 103</div>
 
| THE LEGEND OF THE HORAK PART II (ALTERNATE)
 
| (Future)
 
| You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
 
|-
 
| <div id="PowerGoal_104">PowerGoal 104</div>
 
| WHERE IS THE OBJECT?!
 
| (Future)
 
| You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
 
|-
 
| <div id="PowerGoal_105">PowerGoal 105</div>
 
| MONUMENT TO DESTRUCTION
 
| (Future)
 
| You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
 
|-
 
| <div id="PowerGoal_106">PowerGoal 106</div>
 
| BOOK LEARNIN'
 
| (Future)
 
| Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
 
|-
 
| <div id="PowerGoal_107">PowerGoal 107</div>
 
| ZOMBIE JUICE
 
| (Future)
 
| The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
 
|-
 
| <div id="PowerGoal_108">PowerGoal 108</div>
 
| ATTACK OF THE VERMIN
 
| (Future)
 
| You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
 
|-
 
| <div id="PowerGoal_109">PowerGoal 109</div>
 
| LOVE OR WAR?
 
| (Future)
 
| You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
 
|-
 
| <div id="PowerGoal_110">PowerGoal 110</div>
 
| LEGENDARY LIAR
 
| (Future)
 
| You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
 
|-
 
| <div id="PowerGoal_111">PowerGoal 111</div>
 
| OFF TO THE LARDER
 
| (Future)
 
| The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
 
|-
 
| <div id="PowerGoal_112">PowerGoal 112</div>
 
| THE LOCAL BREW
 
| (Future)
 
| You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
 
|-
 
| <div id="PowerGoal_113">PowerGoal 113</div>
 
| DIVINE INTERVENTION
 
| (Future)
 
| You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
 
|-
 
| <div id="PowerGoal_114">PowerGoal 114</div>
 
| IS THAT A POWER GOAL?
 
| (Future)
 
| The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
 
|-
 
| <div id="PowerGoal_115">PowerGoal 115</div>
 
| THE DEATH DRIVE
 
| (Future)
 
| The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
 
|-
 
| <div id="PowerGoal_116">PowerGoal 116</div>
 
| THE MIGHTY WYRM
 
| (Future)
 
| Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
 
|-
 
| <div id="PowerGoal_117">PowerGoal 117</div>
 
| ROW TO FREEDOM!
 
| (Future)
 
| Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
 
|-
 
| <div id="PowerGoal_118">PowerGoal 118</div>
 
| THE TREE OF LIFE
 
| (Future)
 
| As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
 
|-
 
| <div id="PowerGoal_119">PowerGoal 119</div>
 
| WINE FOR VICTORY
 
| (Future)
 
| You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
 
|-
 
| <div id="PowerGoal_120">PowerGoal 120</div>
 
| ENTRANCE DENIED
 
| (Future)
 
| You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
 
|-
 
| <div id="PowerGoal_121">PowerGoal 121</div>
 
| GET THE COW
 
| (Future)
 
| Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
 
|-
 
| <div id="PowerGoal_122">PowerGoal 122</div>
 
| KILLER CURSE
 
| (Future)
 
| Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
 
|-
 
| <div id="PowerGoal_123">PowerGoal 123</div>
 
| THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES
 
| (Future)
 
| You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
 
|-
 
| <div id="PowerGoal_124">PowerGoal 124</div>
 
| A BAD REPUTATION
 
| (Future)
 
| The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
 
|-
 
| <div id="PowerGoal_125">PowerGoal 125</div>
 
| SPEAR OF THE GODS
 
| (Future)
 
| The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
 
|-
 
| <div id="PowerGoal_126">PowerGoal 126</div>
 
| CAN I SPEAK TO THE OWNER?
 
| (Future)
 
| You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
 
|-
 
| <div id="PowerGoal_127">PowerGoal 127</div>
 
| TREE SAVIOR
 
| (Future)
 
| Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
 
|-
 
| <div id="PowerGoal_128">PowerGoal 128</div>
 
| WAND OF THE WIZARD
 
| (Future)
 
| You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
 
|-
 
| <div id="PowerGoal_129">PowerGoal 129</div>
 
| DAGGER DELIVERY
 
| (Future)
 
| The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
 
|-
 
| <div id="PowerGoal_130">PowerGoal 130</div>
 
| YOU ARE THE MOST INCOMPETENT
 
| (Future)
 
| The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
 
|-
 
| <div id="PowerGoal_131">PowerGoal 131</div>
 
| THE INTRIGUING PLAYER
 
| (Future)
 
| You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
 
|-
 
| <div id="PowerGoal_132">PowerGoal 132</div>
 
| EVERYTHING IN ITS PROPER PLACE
 
| (Future)
 
| You sheathe your sword in the scabbard that hangs from your belt.
 
|-
 
| <div id="PowerGoal_133">PowerGoal 133</div>
 
| PERSONALIZED ACCESORIES
 
| (Future)
 
| "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
 
|-
 
| <div id="PowerGoal_134">PowerGoal 134</div>
 
| AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?
 
| (Future)
 
| The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
 
|-
 
| <div id="PowerGoal_135">PowerGoal 135</div>
 
| JUST IN CASE
 
| (Future)
 
| You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
 
|-
 
| <div id="PowerGoal_136">PowerGoal 136</div>
 
| PEOPLE SAY I LOOK LIKE A CRIMINAL
 
| (Future)
 
| After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
 
|-
 
| <div id="PowerGoal_137">PowerGoal 137</div>
 
| YOUR CASTLE WAS EASY TO FIND
 
| (Future)
 
| You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
 
|-
 
| <div id="PowerGoal_138">PowerGoal 138</div>
 
| THEY MADE FUN OF HIS NAME
 
| (Future)
 
| The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
 
|-
 
| <div id="PowerGoal_139">PowerGoal 139</div>
 
| A BATTERY OF AA MECHANICS
 
| (Future)
 
| You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
 
|-
 
| <div id="PowerGoal_140">PowerGoal 140</div>
 
| I JOINED THE TEAM WITH THE BEST UNIFORM
 
| (Future)
 
| You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
 
|-
 
| <div id="PowerGoal_141">PowerGoal 141</div>
 
| BROTHER BATTLE
 
| (Future)
 
| The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
 
|-
 
| <div id="PowerGoal_142">PowerGoal 142</div>
 
| GO KING GO!
 
| (Future)
 
| At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
 
|-
 
| <div id="PowerGoal_143">PowerGoal 143</div>
 
| HARD TIMES FOR THE DARTOKS
 
| (Future)
 
| The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
 
|-
 
| <div id="PowerGoal_144">PowerGoal 144</div>
 
| "THE GREEDY BARON"
 
| (Future)
 
| The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
 
|-
 
| <div id="PowerGoal_145">PowerGoal 145</div>
 
| ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING
 
| (Future)
 
| You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
 
|-
 
| <div id="PowerGoal_146">PowerGoal 146</div>
 
| WALKING INTO THE WRONG BAR
 
| (Future)
 
| Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
 
|-
 
| <div id="PowerGoal_147">PowerGoal 147</div>
 
| READY ON THE FIRING LINE!
 
| (Future)
 
| You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
 
|-
 
| <div id="PowerGoal_148">PowerGoal 148</div>
 
| THE FOOD RIOT
 
| (Future)
 
| The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
 
|-
 
| <div id="PowerGoal_149">PowerGoal 149</div>
 
| GERBIS, A HERO'S TALE
 
| (Future)
 
| You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
 
|-
 
| <div id="PowerGoal_150">PowerGoal 150</div>
 
| I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK
 
| (Future)
 
| You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
 
|-
 
| <div id="PowerGoal_151">PowerGoal 151</div>
 
| HE FELL FOR IT
 
| (Future)
 
| As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
 
|-
 
| <div id="PowerGoal_152">PowerGoal 152</div>
 
| HUFFING DARKNESS
 
| (Future)
 
| You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
 
|-
 
| <div id="PowerGoal_153">PowerGoal 153</div>
 
| THE CRACKS OF DOOM
 
| (Future)
 
| You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
 
|-
 
| <div id="PowerGoal_154">PowerGoal 154</div>
 
| AMONG THE BARBARIANS
 
| (Future)
 
| The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
 
|-
 
| <div id="PowerGoal_155">PowerGoal 155</div>
 
| SHINING ARMOR IS IMPORTANT
 
| (Future)
 
| The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
 
|-
 
| <div id="PowerGoal_156">PowerGoal 156</div>
 
| ANNOYING RELATIVES
 
| (Future)
 
| While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
 
|-
 
| <div id="PowerGoal_157">PowerGoal 157</div>
 
| A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR
 
| (Future)
 
| You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
 
|-
 
| <div id="PowerGoal_158">PowerGoal 158</div>
 
| NEVER THE SAME FOREVER AFTER
 
| (Future)
 
| The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
 
|-
 
| <div id="PowerGoal_159">PowerGoal 159</div>
 
| THAT SHIT'LL KILL YOU
 
| (Future)
 
| The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
 
|-
 
| <div id="PowerGoal_160">PowerGoal 160</div>
 
| SINCE THE BEGINNING OF TIME
 
| (Future)
 
| The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
 
|-
 
| <div id="PowerGoal_161">PowerGoal 161</div>
 
| BUT WHY WAS THE LEADER POINTING THERE?
 
| (Future)
 
| The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
 
|-
 
| <div id="PowerGoal_162">PowerGoal 162</div>
 
| SPARED THE DETAILS
 
| (Future)
 
| The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
 
|-
 
| <div id="PowerGoal_163">PowerGoal 163</div>
 
| "OH, BY THE WAY..."
 
| (Future)
 
| The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
 
|-
 
| <div id="PowerGoal_164">PowerGoal 164</div>
 
| IT DIDN'T HELP MUCH
 
| (Future)
 
| Your enemy holds up his hand to shield his face as you bring your axe down upon him.
 
|-
 
| <div id="PowerGoal_165">PowerGoal 165</div>
 
| "IT WAS A DESPERATE BATTLE..."
 
| (Future)
 
| You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
 
|-
 
| <div id="PowerGoal_166">PowerGoal 166</div>
 
| GRACE IN VICTORY
 
| (Future)
 
| After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
 
|-
 
| <div id="PowerGoal_167">PowerGoal 167</div>
 
| THE EVIL SWAMP
 
| (Future)
 
| Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
 
|-
 
| <div id="PowerGoal_168">PowerGoal 168</div>
 
| CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION
 
| (Future)
 
| He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
 
|-
 
| <div id="PowerGoal_169">PowerGoal 169</div>
 
| MAN-BRANDED
 
| (Future)
 
| The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
 
|-
 
| <div id="PowerGoal_170">PowerGoal 170</div>
 
| AS LONG AS THEY DON'T DO IT TOO OFTEN
 
| (Future)
 
| With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
 
|-
 
| <div id="PowerGoal_171">PowerGoal 171</div>
 
| THE MIGHTY ROCKNOR
 
| (Future)
 
| The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
 
|-
 
| <div id="PowerGoal_172">PowerGoal 172</div>
 
| WHAT ARE YOU DOING AFTER WORK?
 
| (Future)
 
| The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
 
|-
 
| <div id="PowerGoal_173">PowerGoal 173</div>
 
| THEY ARE SENSITIVE CREATURES
 
| (Future)
 
| The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
 
|-
 
| <div id="PowerGoal_174">PowerGoal 174</div>
 
| IT'S A BAD PLACE
 
| (Future)
 
| A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
 
|-
 
| <div id="PowerGoal_175">PowerGoal 175</div>
 
| THE POWER OF FRIENDSHIP
 
| (Future)
 
| The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
 
|-
 
| <div id="PowerGoal_176">PowerGoal 176</div>
 
| NOT SO STEALTHY THIS TIME!
 
| (Future)
 
| A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
 
|-
 
| <div id="PowerGoal_177">PowerGoal 177</div>
 
| VERY FOUL
 
| (Future)
 
| The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
 
|-
 
| <div id="PowerGoal_178">PowerGoal 178</div>
 
| WHY DO YOU HANG OUT WITH THOSE GUYS?
 
| (Future)
 
| Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
 
|-
 
| <div id="PowerGoal_179">PowerGoal 179</div>
 
| A STRONG LEADER
 
| (Future)
 
| You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
 
|-
 
| <div id="PowerGoal_180">PowerGoal 180</div>
 
| BATTLE BUFFET
 
| (Future)
 
| The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
 
|-
 
| <div id="PowerGoal_181">PowerGoal 181</div>
 
| I MAKE ALL MY OWN CLOTHES
 
| (Future)
 
| You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
 
|-
 
| <div id="PowerGoal_182">PowerGoal 182</div>
 
| PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY.
 
| (Future)
 
| The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
 
|-
 
| <div id="PowerGoal_183">PowerGoal 183</div>
 
| JUST A LITTLE MORE!
 
| (Future)
 
| You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.
 
|}
 
  
[[Category:Game_development]]
+
    * PowerGoal1, MIGHTY ARMIES, (Future): Mighty one-square armies burning villages or reeducating people to their entity.
{{unversioned}}
+
    * PowerGoal2, DWARVEN ARMIES, (Future): Organize dwarven armies and use them to attack villages and caves on the overland map.
[[ru:Consolidated_development]]
+
    * PowerGoal3, SIEGE DEFENSE, (Future): Armies torment enemy soldiers from the safety of a castle.
 +
    * PowerGoal4, SIEGE PRESSURE, (Future): After a long siege, starving citizens eat the dead and whatever else they might fancy.
 +
    * PowerGoal5, SIEGE POWER, (Future): Your armies totally obliterate and overcome the strength of a fortified position with the power of siegecraft.
 +
    * PowerGoal6, FIGHT AND DIE IN ELONGATED WARS, (Future): You join up with an army and follow it around.
 +
    * PowerGoal7, THE ONE LEFT BEHIND, (Future): You have a conversation with somebody whose parent died in a war.
 +
    * PowerGoal8, NEW SOLDIERS, (Future): You conquer a city and take prisoners back to home, pressing them into service.
 +
    * PowerGoal9, BETTIN' ON FORGETTIN', (Future): You make a cabin in the woods, decorate it with hides and get a table with utensils so that you can dine like a king.
 +
    * PowerGoal10, HELP US!, (Future): A human or elf civilization pleads for help from your outpost, and you graciously respond and actually do something useful.
 +
    * PowerGoal11, GHOST TOWN, (Future): A village that was razed becomes peopled by zombies of the dead.
 +
    * PowerGoal12, CLAIM THE THRONE, (Future): You prove your worth to the meadhall's warriors through repeated daring tasks until you can take the throne for yourself.
 +
    * PowerGoal13, ARTIFACT QUEST, (Future): You pledge to the human king that you will recover a lost artifact that is in the willful possession of a monster.
 +
    * PowerGoal14, THE SYSTEM, (Future): You are apprehended, brought to a jail, chained to the wall, interrogated and beaten, brought before the ruler, sentenced, put on public display locked in stocks, subjected to thrown vegetables and ridicule, brought up to a platform and executed.
 +
    * PowerGoal15, REVENGE AND THE WILDERNESS, (Future): Lost in the cold woods naked, you succeed in using your skills in order to find and kill the person who left you that way, despite a beast stalking you, hunger, thirst and the elements.
 +
    * PowerGoal16, CARE FOR YOUR STEEDS!, (Future): You watch as a knight strikes down one of his lieutenants because he whips his horses too hard.
 +
    * PowerGoal17, THE AFTERMATH, (Future): Numerous scavengers pick through the remains on a recent battlefield, squabbling.
 +
    * PowerGoal18, THE WILY USURPER, (Future): The evil advisor usurps the throne from the rightful heir.
 +
    * PowerGoal19, I HAVE PROOF!, (Future): You walk into a town and shout "Behold! The left head of the ettin which I slew!"
 +
    * PowerGoal20, SETTLING DOWN, (Future): After proving yourself in battle, you accept a gift and the hand of your spouse.
 +
    * PowerGoal21, THERE ARE WOMEN UPRIVER!, (Future): You travel from your village to a village down the river. After learning from you that there are indeed many women still living in your birthplace, the village's young men hatch a bizarre scheme to win wives from your village.
 +
    * PowerGoal22, MIDNIGHT SAPPER, (Future): In the dead of night, you swim across the moat, scale a wall dressed in black, wait for the guard to pass by, hit him across the head with a sap, and leave.
 +
    * PowerGoal23, SO YOU CAN FEEL IT, (Future): The ruffian shoves you from behind, kicks you in the ribs, kicks you in the face, picks you up and shakes you until you become conscious, then punches you again.
 +
    * PowerGoal24, MERCHANT TRAITOR, (Future): You bribe a merchant to tell you when the next caravan is coming in and what's on it so that you can raid it.
 +
    * PowerGoal25, STRONG ARM ROBBERY, (Future): You walk up to somebody and say "give me your tunic" and the guy says "a.. anything you want".
 +
    * PowerGoal26, THE INTIMIDATOR, (Future): You draw your blade and step toward a lone man on the street. He runs away down an alley. When you get to the alley, he is playing dead.
 +
    * PowerGoal27, HUNT THE CYCLOPS, (Future): The cyclops breaks into a barn and steals a sheep. The farmer draws a map for you to show where the cyclops's cave is.
 +
    * PowerGoal28, RELEASE THE HOUNDS, (Future): You shoot somebody in the leg, and he starts limping. Then you release the hounds.
 +
    * PowerGoal29, EVIDENCE OF SHAME, (Future): The wound of a kobold's contaminated spear begins to fester, but with the aid of magic herbs it heals, leaving a horrible scar.
 +
    * PowerGoal30, DECLAWED SNACK, (Future): You are thrown in a pit with a ferocious beast. You fail to climb out repeatedly, leaving your fingernails in the wall before you are eaten alive.
 +
    * PowerGoal31, YOUR DAD AND JUSTICE, (Future): You wipe the blood off your sword, revealing the name of your father's tribe, which reminds you that justice has been served. Bards sing of this moment through the empire.
 +
    * PowerGoal32, IT MUST BE POSSIBLE!, (Future): After piecing together the location of the dragon's lair through the works of several ancient historians, you seek out the seer to ask about the rumor of the dragon's hidden weakness.
 +
    * PowerGoal33, CARAVAN CONSPIRACY, (Future): The outlaws meet in the tavern to plot the robbery of the next caravan.
 +
    * PowerGoal34, BLESS OUR HERO ON THE QUEST, (Future): Peasants gather at the church to pray for you before your quest to rescue the villager from the cyclops.
 +
    * PowerGoal35, LEG BREAKER, (Future): You make your rounds from shopkeeper to shopkeeper, demanding payments for the protection of the prince of thieves.
 +
    * PowerGoal36, NOT WELCOME HERE, (Future): You - "How do I find the capital?" Peasant - (spits on the ground)
 +
    * PowerGoal37, BLOOD IN BLOOD OUT, (Future): All the warriors come together and toast you into their band after you kill one of their compatriots.
 +
    * PowerGoal38, MORNING TEMPERANCE, (Future): You are banished from the town for drinking before noon.
 +
    * PowerGoal39, RESPECTING AUTHORITY, (Future): After the ruler orders you to sweep the stables and you refuse, you are ordered to kill the dragon.
 +
    * PowerGoal40, THE MARKS OF A WARRIOR, (Future): You tattoo yourself with the fresh marks of a warrior in a ceremony before the war season begins.
 +
    * PowerGoal41, THE ARENA, (Future): You read the schedule of the stadium's coming attractions, including wrestling, spear-throwing, full-armored combat and man versus beast.
 +
    * PowerGoal42, THE BLACK CAPS, (Future): The Baron sponspors you to enter the Tacticus league, which culminates in a match against the court favorite. The court favorite is bribed to lose. During the match, you must wear thinking caps, as is customary.
 +
    * PowerGoal43, LET'S HAVE A DRINK!, (Future): You get your opponent drunk the night before a game of Tacticus, crucial for the tournament.
 +
    * PowerGoal44, PATIENT PRIEST, (Future): The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns, but you are forced to wait in an antechamber while they drink.
 +
    * PowerGoal45, MEET THE CYBERFIST, (Future): You use your iron geared prosthetic hand to crush a piece of stone in front of the cowering goblin, and it passes out.
 +
    * PowerGoal46, THE GIANT ASS BOOK, (Future): You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
 +
    * PowerGoal47, PLEA BARGAIN, (Future): A former tyrant is overthrown, but in exchange for his life he swears an oath never to enter the realm again and is banished.
 +
    * PowerGoal48, ROAD HOUSE, (Future): Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.
 +
    * PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.
 +
    * PowerGoal50, SKULL GAMES, (Future): Trolls stack skulls to see how high the piles can get, bowl with skulls and play catch with skulls.
 +
    * PowerGoal51, BAD GOBLINS, (Future): Goblins play "who can make the prisoner scream the loudest".
 +
    * PowerGoal52, BEAST OF BURDEN, (Future): Captives are forced to pull a cart filled with goblin children. They are whipped to keep the cart running around as the children scream and yell.
 +
    * PowerGoal53, MESSALA, (Future): The evil ruler whips his beak dogs, driving his chariot on, when the elves cast a poisonous net over the dogs, killing them. The ruler tumbles over the chariot and breaks his neck on a tree.
 +
    * PowerGoal54, OFFICIAL CATTLE RUSTLER, (Future): You are appointed the tax collector and given a squad of enforcers. You order them to collect livestock from the peasants.
 +
    * PowerGoal55, THE CORRUPT CAPTAIN, (Future): The captain orders his subordinates to seize the possessions of the wealthy merchant so that he can have them for himself.
 +
    * PowerGoal56, AN UNFORTUNATE DECISION, (Future): The jealous peasant spits on the merchant prince, and the merchant prince orders the bodyguards to seize the peasant, strip him bare, tie a rope around his neck and force him to march behind the wagon.
 +
    * PowerGoal57, NICE AND CLEAN, (Future): The Head Housekeeper urges the other servants to clean and prepare the house so that the visiting diplomat will not think badly of the master.
 +
    * PowerGoal58, WHAT WERE WE THINKING, (Future): You are sent to rescue the prince and princess, who have been captured by the evil wizard. You uncover the sinister and disgusting plot to breed the siblings to form an evil army of mutants.
 +
    * PowerGoal59, FOOLHARDY, (Future): The warriors line up behind the row of rocks with their crossbows as the goblins charge on their beakdogs. You jump up and charge the goblins in turn. The warriors shout, "You're a fool! Don't do it!". Right as the first approaches you, you duck and swing, slicing off the beakdog's legs.
 +
    * PowerGoal60, HUNGRY LIKE THE WOLF, (Future): You put on a talisman, turn into a werewolf, and your buddy screams, "take it off!", but you can't understand him with your beast mind and soon fill with rage and kill him.
 +
    * PowerGoal61, REVERSE COMPOUND FRACTURE, (Future): As you stumble through the tomb, you bump into an ogre chewing on a corpse with a leg bone still in its mouth. The beast bites the bone in half and stabs you in the throat with the jagged edge, gouging it out.
 +
    * PowerGoal62, THE EVIL PLAYER MEETS THE GOBLINS, (Future): You kidnap a child and take it to the goblins. They let you in and seem interested in buying it, but you struggle to speak with them. After a protracted negotiation involving displaying objects and gestures, you seal the deal.
 +
    * PowerGoal63, INEXPERTLY AND REPEATEDLY, (Future): You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.
 +
    * PowerGoal64, THE LOCAL SPIRIT, (Future): You take a coin that had been offered at the village shrine. A red deer runs across a nearby field, pausing to stare directly at you for a heartbeat, and then disappears beyond the woodline. You turn into a kobold that night. Your best friend feels compelled to kill you to put you out of your misery.
 +
    * PowerGoal65, KINDA LIKE SNOW WHITE OR SOMETHING, (Future): You are sent to steal another potion from the elves. The beautiful queen is appearing before her lustful and incompetent generals the following day and she must remove the marks of her advancing age.
 +
    * PowerGoal66, IT WAS WORTH THE TIME, (Future): The guards are hunting you because you have a stolen diamond. You dip into a group of mourners that are a viewing a body just as the guards appear. They dare not stop you from slipping into the solemn crowd. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Although you are subsequently apprehended and imprisoned for twenty years, after you are released, you dig up the body and claim the prize.
 +
    * PowerGoal67, THE LOCAL ARENA, (Future): You are in charge of taking the bets for the local arena. Somebody loses all their farm animals on a fight, and you have to collect the debt.
 +
    * PowerGoal68, MAGICAL IDIOT PEEPER, (Future): Hearing of her exotic beauty, the young knave uses a ring to open a portal in the wall of the princess's bedroom, wrenching a small cylinder of stone out of the wall via its magical powers. However, the stories had all been told by Southmen, and she was in fact quite unattractive by the different standards of his culture.
 +
    * PowerGoal69, THE LEGEND OF THE HORAK PART I, (Future): The two princes, friends from childhood, laughed as they rode their horses. They got off and tied them to a tree. Then a giant Horak stepped out of the woods. The princes tried to keep it back with their telescoping knife-poles, but it charged forward and swallowed them whole.
 +
    * PowerGoal70, MUDSLIDE, (Future): You summon the tribal elders to the top of the slope. An army has gathered and is chanting prior to their charge up against your position. The elders perform a dance, it rains heavily, and the resulting mudslide buries the enemy soldiers alive. They all slowly die.
 +
    * PowerGoal71, YOUR PLATFORM, (Future): The slaves carry a giant platform on which you sit above the reserves behind your advancing army. When your army enter a narrow ravine, you are fired upon by kobold archers.
 +
    * PowerGoal72, YEAH!, (Future): The explorers make their way down the cave river, past dangerous stalagmites in the rapids, turn to face each other and do a high-five.
 +
    * PowerGoal73, WHERE'S MY MONEY?, (Future): The money changer shorts you a gold piece, so you declare a quest for vengeance. You and your fellow adventurer sneak into his house three days later. You hold a jagged knife to his neck, and he gasps. You lower your dagger to his coin purse, cut it loose, then take the coin he owes you.
 +
    * PowerGoal74, A PAINFUL MEMORY, (Future): On the toll bridge, you see a man with two locks of hair curled around his ears and the rest of his head shaved. He wields a great club. You twitch and hold your knee where you've been wounded by a club before. As you go to pay the toll, your nervousness causes you to stutter, and he looks at you suspiciously.
 +
    * PowerGoal75, SONG OF DREAD, (Future): The evil spirit of the wood caused the people's hair to turn white. On the day of the sacrifice, the priest sang a song of such dread that many villagers volunteered to die just to free themselves from the memory of its singing.
 +
    * PowerGoal76, THE GENERAL'S RING, (Future): You go to the refugees, and they tell you that the general of the invading army leaves his signet ring in his dresser drawer before he goes to bed. You steal it that night.
 +
    * PowerGoal77, YUCK!, (Future): You lock blades with Snylar the Lizardman. During the contest of strength, you tell it that it is little more than a hatchling. It tells you that your beard is patchy and sparse. You spit a glob of saliva into his eye. He sprays spit at you in return.
 +
    * PowerGoal78, WEREWOLF HUNTER, (Future): Dolnar the hunter teaches you how to track the werewolf by its sign and by its call. She recommends a special breed of hunting dog, known for its ability to track down and contest the elusive beasts.
 +
    * PowerGoal79, THE LEGEND OF THE HORAK PART II, (Future): The tribesman have passed down for generations the story that the giant Horak cannot be harmed by blades, so the mighty barbarian traveling with you decides to wrestle the beast and tears it apart with his bare hands.
 +
    * PowerGoal80, BUT HOW DID HE DIE?, (Future): You ask the peasant how the mayor was murdered, and you are told in detail how the mayor was stabbed to death and toppled out of the window landing two stories below.
 +
    * PowerGoal81, JOURNEY TO THE UNDERWORLD, (Future): You consult with the servant of the Lord of the Underworld, and he tells you to follow him. He walks through a black gate in the wall. You try to do the same and bump into the wall, hurting your nose, as mortals are not admitted without an escort. He pokes his head back out and smirks, and then grabs your hand and pulls you through.
 +
    * PowerGoal82, ON KARNAK'S GOOD SIDE, (Future): It is the Holy Day of Karnak. The people gather in their customary place at night in the Baron's orchard for their prayer circle. After the prayer, the player is elevated to one of the positions within the priesthood emphasizing Karnak's association with the sun rather than one emphasizing his association with suffering.
 +
    * PowerGoal83, DENIED ENTRY - THE PROPHECY!, (Future): You are not allowed to enter the province of Zandibar because you have red hair. The prophecy says that if anybody with red hair enters the province of Zandibar, great suffering will follow them.
 +
    * PowerGoal84, KILL THE WITCH!, (Future): The wells are dry in your town because of the evil witch's curse. The bravest townspeople volunteer to come with you to kill the witch. You hear the opening of a creaking gate and the howling of wolves and you go to the top of the ridge. You can see the cold breath of people far away as the witch's servants leave the haunted cemetery.
 +
    * PowerGoal85, RETIRE AS A PEASANT, (Future): You start out shoveling the stables and continuing passing the days by rapidly until you become old, ignoring changes in leadership and the passing of friends, only leaving the job when you are no longer able to perform it.
 +
    * PowerGoal86, THE PROPHET OF AA, (Future): The Church of Aa has become decadent and gifts to the deity have waned, and the priests have been filling their coffers. You appear and claim to be a prophet and say that Aa has abandoned the Church. The priests scoff at you, but you perform a miracle, and there is a schism in the Church and much violence.
 +
    * PowerGoal87, DO NOT MOVE FROM THAT SPOT, (Future): A kobold tries to sneak out of its corner, and you tell it to go back. It does, because it is afraid of being whipped again.
 +
    * PowerGoal88, YOUR NAUGHTY CHILD, (Future): You and your sons follow a train of people from various towns going to see the prophet Shangris. When you arrive, Shangris tells people to overthrow the king. Shangris also says he is parentless -- that he sprang up from a hole in the ground. You leap up from the crowd and claim truthfully to be Shangris's father. Your sons come up and say that they are his brothers. Shangris holds a knife to your neck, screaming that he has no father. Your sons step back. The confusion disorients the crowd, allowing your evil son Shangris to escape.
 +
    * PowerGoal89, DIGESTIVE TRACT LESSON, (Future): You are eaten by the dragon. It chews on you briefly, and you are grieviously wounded, but it swallows you and you survive. The powerful acids in its stomach surround you, but you are protected by your ring. Eventually you are passed into the intestines, where nutrients and water are absorbed, and then you are excreted.
 +
    * PowerGoal90, BY THE POWER OF MOTHRA, (Future): You say a prayer to Mothra in the face of your enemies and are filled with great strength. You rip the heart from the chest of your adversary and eat it in front of his quailing comrades.
 +
    * PowerGoal91, STREET ALTERCATION, (Future): He says "give me your money!". You say "no!". He says "give me your money or you're going to die" and pulls a dagger. You pull a dagger. After a moment you throw a gold coin on the ground and run away. He is distracted and you escape.
 +
    * PowerGoal92, ZOMBIES AND REPERCUSSIONS, (Future): Your evil magic causes those that starve in a besieged town to rise as undead and attack the defenders from within. The villagers burn the bodies of the undead but eventually in their hunger they consume them. Due to the nature of the zombies' corrupted flesh, the villagers gain nightvision and become crazed, foraying out of the town. They kill and eat you.
 +
    * PowerGoal93, IT IS LIKELY A PREDATORY ATTACK; FIGHT BACK VIGOROUSLY, (Future): You are in the forest. You bump into Grendel the black bear. Afraid, you run. That sets Grendel off, and the bear chases you down and knocks you on the ground. Grendel then drags you off by the leg across the ground to his den and eats you alive.
 +
    * PowerGoal94, STICK AROUND!, (Future): The giant lifts you up by your spear and stabs it high up a tall wooden wall, leaving you dangling far above the ground.
 +
    * PowerGoal95, THE CROWN IS MINE!, (Future): The five year old prince is going to be crowned that very moment, but you, his uncle, step forward and push the young boy aside and seize the crown for yourself. The high priest who had been holding the crown is disoriented by the disturbance of the elaborate routine.
 +
    * PowerGoal96, BODY SHIELD, (Future): You stab the goblin through the ribs simultaneously with two daggers and wheel the dying creature around to block incoming arrows.
 +
    * PowerGoal97, THE ROYAL CURSE, (Future): You are assigned to take the royal scepter from town to town to warn the subjects that the king that night will undergo the yearly transformation into the Night Beast and go on an evening's rampage. The curse is passed down the royal line.
 +
    * PowerGoal98, THE MIGHTY HAVE FALLEN, (Future): You meet the victorious enemy general on the field each surrounded by banners and attendants. You tell your servant to fetch the peace offering, but the general tells you to do it yourself.
 +
    * PowerGoal99, IMPENDING JAIL BREAK, (Future): The assassin visits you in jail, pulls out the knife, covered with blood, and tells you that the job has been done. The assassin cleans the knife and hands it to you between the bars. Dousing the torch on the wall, the assassin slips away. You hide the knife and wait for the jailer to come.
 +
    * PowerGoal100, THE DEATH PIT, (Future): Fleeing from the goblins, you leap over a giant pile of skulls. As you slide down the far side, spears thud against the pile. You hit the ground and twist your ankle. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit.
 +
    * PowerGoal101, SHAVED EVIL, (Future): Venturing to the evil town of Blackport on the Sea of Annihilation, you call forth the Lord of Darkness. You have his pet ratman, which you have shaved. The ratman takes a few steps and turns to you. You hold up your knife. The ratman holds its hands over its head and scampers to its master.
 +
    * PowerGoal102, SAVE MY DOG, (Future): A sniveling wretch left you for dead, but you weren't dead and after many hardships you return to his town a mighty and imposing warrior. He recognizes you immediately and rather than facing agonizing drawn-out justice at your hand, he ingests a poison, calling out "who will look after my dog?" before he dies. You look after it.
 +
    * PowerGoal103, THE LEGEND OF THE HORAK PART II (ALTERNATE), (Future): You enter the cave of the giant Horak from an airshaft high above. You descend down a rope. The rope isn't long enough and you hang in the air. Eventually the giant Horak sees you and it snarls salivating dripping venom. You swing from the rope and leap atop the beast, kill it, shave off its skin and wear its hide.
 +
    * PowerGoal104, WHERE IS THE OBJECT?!, (Future): You restrain the goblin with a knife, telling it to find the object. The goblin refuses and you cut it. It bleeds out all over its armor and your knife. The goblin decides to comply, sniffing out the object from a distance.
 +
    * PowerGoal105, MONUMENT TO DESTRUCTION, (Future): You kill the evil god Wolfram and take his hand from which he had pulled the life's blood of the earth and put it on the top of a scepter. You build a pyramid next to the great city which he had destroyed as a monument to the disaster. Each day, the pyramid casts a shadow on the ruins of the city on the hour of its destruction. The pyramid contains the scepter.
 +
    * PowerGoal106, BOOK LEARNIN', (Future): Your master doesn't have time for you and has you read his book instead. You misunderstand the book and think the book is easy when it is actually advanced, and you tell your master you have learned what the book has to teach. Your master is upset and orders you to perform various menial tasks.
 +
    * PowerGoal107, ZOMBIE JUICE, (Future): The cultists go to the crossroads at night and collect dried blood from the outlaws that had been lynched. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. Once exposed, a cultist must drink the juice regularly or risk death.
 +
    * PowerGoal108, ATTACK OF THE VERMIN, (Future): You are born with the ability to talk to animals. Siding with the trapped rabbits, you stage an attack of rabbits on the farmer's field. You are cast out of the town.
 +
    * PowerGoal109, LOVE OR WAR?, (Future): You take a wife and break your vow of celibacy to Markad, the god of war. Sulan, the god of the sea and fertility, sides with you and saves you from ultimate destruction, but Markad makes your hair turn white through the excruciating process of being in his angered presence.
 +
    * PowerGoal110, LEGENDARY LIAR, (Future): You lie to your companions and tell them the castle is abandoned, when in fact you have knowledge that it is inhabited by a giant beast that you wish to kill. They come with you seeking treasure. Somebody else asks where you are going later, and you say "to the castle to kill the beast!" Your companions abandon you and your reputation as a liar is secured for all time in the history books.
 +
    * PowerGoal111, OFF TO THE LARDER, (Future): The goblins pull an obese child out from under the bed and insult him, saying he isn't fit to a work in the mines before carting him off to the larder.
 +
    * PowerGoal112, THE LOCAL BREW, (Future): You are an elf and visit the human mead hall for a drink, but the local brew is more than what you are used to. You are henceforth referred to as "Spittoondrinker" whenever you come back to visit.
 +
    * PowerGoal113, DIVINE INTERVENTION, (Future): You are playing goblin ball in the arena when your son yells "dad! dad! goal! goal!". Your son had been praying all day just so that you would win. Your kick is short, but the god Markad manifests and finishes the kick.
 +
    * PowerGoal114, IS THAT A POWER GOAL?, (Future): The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times.
 +
    * PowerGoal115, THE DEATH DRIVE, (Future): The goblin prisoners tow your carriage through the pass. Whipping them doesn't seem to work after a time and you get snowed in. Running low on food, you decide to cook and eat the old goblins and keep the fresh ones.
 +
    * PowerGoal116, THE MIGHTY WYRM, (Future): Ensnared by a net trap that lifts and suspends you in the air, you cut yourself free only to fall down into a muck-filled spiky pit. The slime covers your wounds and you catch a parasitic disease. The worm grows in your liver and eventually chews its way free, ending your life.
 +
    * PowerGoal117, ROW TO FREEDOM!, (Future): Your ferry is the only safe passage as rebels have taken the bridges. You accept some nobles on your ferry, with rebels in pursuit. As you untie the ferry from the post, arrows stick into it. You push away and an arrow sticks into the oar! Arrows stick into the ferry boat! Arrows stick into the nobles!
 +
    * PowerGoal118, THE TREE OF LIFE, (Future): As the head of the cult of Narnin, you bribe the Baron to give you a deed to the land on which the Tree of Life, revered by the locals, is planted. Financing the temple with their ill-gotten gains, the cultists coerces the locals to build the temple over the uprooted Tree.
 +
    * PowerGoal119, WINE FOR VICTORY, (Future): You want to marry into the royal family, and the monarch says, "We're out of booze, go get some." You respond, "We know the elves have wine." The monarch declares, "You'll need an army!" You are given an army.
 +
    * PowerGoal120, ENTRANCE DENIED, (Future): You -- "You know I'm the hero of Askabar. Come on, let me in the castle." Guard -- "You aren't the hero of Askabar. You're widely known as a low-life." You -- "Come on, I'll give you 3 copper coins." The guard spits on the ground.
 +
    * PowerGoal121, GET THE COW, (Future): Two cattle rustlers are sitting there and one of them says, "if you go get me that cow, I'll give you 2 copper now and 2 copper when you bring the cow." The other agrees, puts some hay over himself and sneaks toward the cow while it is grazing.
 +
    * PowerGoal122, KILLER CURSE, (Future): Cursed by the dying breath of your nemesis, you are fated to kill one person a week or die yourself. After standing in a line of people waiting to pay their tithes, you confess to a church official. After receiving your payment, he says a few words and claims that your curse is removed. While the official is off buying fine whiskey and an expensive candelabrum, you find that you are still afflicted.
 +
    * PowerGoal123, THE EVIL PLAYER AND THE TWILIGHT OF THE GNOMES, (Future): You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
 +
    * PowerGoal124, A BAD REPUTATION, (Future): The disguised prince goes on a drunken spree and abuses the populace. You have a reputation for drunken sprees and are blamed by the prince's handler for these various foul acts. A gang of angry townspeople beat you. Before they can hang you, you escape and are chased deep into the wilds.
 +
    * PowerGoal125, SPEAR OF THE GODS, (Future): The gods of life and death have been at war since the beginning of time. The regions of the world are set in opposition, and creatures are occasionally born with affinity for one force or the other. You are born as a servant of death and claim the great barbed spear from the highest peak where it had sprung forth from the mutual hatred of the gods.
 +
    * PowerGoal126, CAN I SPEAK TO THE OWNER?, (Future): You are upset about your uncooked meal and demand to see the owner of the establishment. Not satisfied with his equivocations, you challenge him to a hatchet fight to the death and win easily. You are arrested, but you claim that the fight was sanctioned and produce a witness, the horrified waiter who served you the meal.
 +
    * PowerGoal127, TREE SAVIOR, (Future): Amidst the battle, the knight and the elf are fighting for their lives. They see the horned helm of Offrox the Devastator. The elf yells, "Don't, Offrox is too strong!" The knight and Offrox meet on the field and Offrox guts the knight. The elf manages to rescue him, but the wound festers. The elf says the Charm of the Trees and the tree they are hiding under engulfs the knight, putting him into stasis.
 +
    * PowerGoal128, WAND OF THE WIZARD, (Future): You and your henchman assail the wily old wizard Dargus. The wizard dramatically reveals a wand, claiming that it can release a stream of fire when the user is in need, and he offers it to you in exchange for his life. Later that night, your greedy henchman attacks you and attempts to pry the wand from your grasp. When you refuse to let go, he breaks your elbow and seizes the object for himself. Attempting to finish the job, he turns the wand on you, but it turns him into a block of ice.
 +
    * PowerGoal129, DAGGER DELIVERY, (Future): The elf swings through the trees with the Dagger of Galanthiar in his mouth. The elf climbs up the rope ladders to the top of the home tree. After delivering the Dagger, the elf rappels down the tree to a shady home in the dense foliage and rests.
 +
    * PowerGoal130, YOU ARE THE MOST INCOMPETENT, (Future): The march is too long, the pay is too little, the food is too meager, the enemy is too powerful, the officers are too incompetent and the cause seems hopelessly lost. Your soldiers desert you.
 +
    * PowerGoal131, THE INTRIGUING PLAYER, (Future): You begin to talk to a peasant, and he listens to your story. He shouts at another peasant, "Hey, come listen!" Soon a crowd gathers and your story-telling becomes even more enthusiastic. One of the listeners suggests you move to the forum, and you all walk down there, where the story continues.
 +
    * PowerGoal132, EVERYTHING IN ITS PROPER PLACE, (Future): You sheathe your sword in the scabbard that hangs from your belt.
 +
    * PowerGoal133, PERSONALIZED ACCESORIES, (Future): "That's my sword!" "No it's not. It's mine." "But your initials aren't P.W.! Look at the blade!"
 +
    * PowerGoal134, AND WHEN YOU FIND IT, WHAT WILL YOU DO WITH IT?, (Future): The scribe Arcania writes down the last known location of the sacred skull of Aa on a map which is torn in two pieces and hidden in widely-separated regions of the world.
 +
    * PowerGoal135, JUST IN CASE, (Future): You kill a deer in order to survive, but realize that you have strayed into the Forgotten Forest. You quickly say a prayer to the spirit of the forest and hope that the spirit does not alert the elves to your transgression.
 +
    * PowerGoal136, PEOPLE SAY I LOOK LIKE A CRIMINAL, (Future): After a bandit murders several people outside the village, patrols increase along the road. You are walking down the same road with your sword drawn. Seeing your weapon, a patrol assumes you are the bandit and attacks you.
 +
    * PowerGoal137, YOUR CASTLE WAS EASY TO FIND, (Future): You walk down the road, crossing a bridge. Arriving at a crossroads, you follow the directions on a sign and eventually arrive at the castle gate, where a guard stands.
 +
    * PowerGoal138, THEY MADE FUN OF HIS NAME, (Future): The Goblin King Gorlomomilguraguraga signals for his bodyguard to wait while he goes to talk to his lieutenant. "Down below, there is a village. I want you to kill everyone living there." The lieutenant smiles, knowing that there will be carnage at last.
 +
    * PowerGoal139, A BATTERY OF AA MECHANICS, (Future): You receive the holy relic of Aa from a manifestation of the deity. You bring it to the Temple of Aa and set it on the altar. People dance as you chant the prayer of Aa. Word spreads quickly that a prophet of Aa has arisen, and the religion of Aa sweeps throughout the land.
 +
    * PowerGoal140, I JOINED THE TEAM WITH THE BEST UNIFORM, (Future): You put on your tunic and government-issue skull shoulder guards. Your commander raises his blade, signalling your unit to scream the imperial battle cry. Seeing your master's sword sweep forward, you charge with the rest of the soldiers.
 +
    * PowerGoal141, BROTHER BATTLE, (Future): The younger brother strives to take control of the Holy Office of Emperor of the World. His supporters are arrayed in giant battlelines against the emperor's forces, and he challenges his older brother to single combat on the field. As the would-be usurper rides out, the righteousness and splendor of his brother's office in its rightful place causes the younger brother's horse to rear back and throw him to the ground, where he is brained on a rock. The younger brother spends the rest of his life in the dungeon suffering from severe personality disorders due to his injury.
 +
    * PowerGoal142, GO KING GO!, (Future): At the victory celebration, the king dedicated the newly built monument to the victory and the gods. The balladeer sang to the crowd, recounting how the king had stood strong in the face of many foes, inspiring his retreating army to return to the field.
 +
    * PowerGoal143, HARD TIMES FOR THE DARTOKS, (Future): The site at which the evil overlords were vanquished was decorated with their bodies to remember it for all time as the place of liberation of our people. The newly subjugated Dartoks must bow every time we pass, knowing that if they do not, their corpses shall join those on the highways. If ever they choose to rise up against us, there shall be no quarter.
 +
    * PowerGoal144, "THE GREEDY BARON", (Future): The greedy baron raises an army, pressing the poorest peasants into service. The new army is driven on a forced march to the field of battle. There they engage the goblins, where they are routed. The peasants flee into the woods.
 +
    * PowerGoal145, ULOK ONLY CONSUMES THE SPIRITUAL PORTION OF THE OFFERING, (Future): You get captured by the goblins. They throw you in a pot of water. The high priest asks their demon god Ulok to accept the sacrifice before slitting your throat. You are then boiled and eaten.
 +
    * PowerGoal146, WALKING INTO THE WRONG BAR, (Future): Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. They tie you to a post and break your fingers one by one.
 +
    * PowerGoal147, READY ON THE FIRING LINE!, (Future): You are part an army of the civilized peoples. Your commander tells the crossbowmen to hold position as the wild enemy charges, firing many bolts into their ranks. The enemies flee in disarray, and your commander gives thanks to the god of victory.
 +
    * PowerGoal148, THE FOOD RIOT, (Future): The feudal lord taxes his peasants' food in order to feed his growing army. The peasants, facing starvation, turn against their betters and riot in the streets. The guards fence them away from the palace and let them run amok for awhile before eventually moving in to crush the rebellion.
 +
    * PowerGoal149, GERBIS, A HERO'S TALE, (Future): You are outside the dragon's cave with your henchman Gerbis, an amateur thief who overestimates his worth. You - "You are a great rogue and your prowess is known throughout the land! Many famous burglars have tried to steal it from the beast but none so great as yourself." Your naive apprentice is calmed by your words. "Do you think you have what it takes to steal the dragon's egg?" Gerbis braces up and enters the cave.
 +
    * PowerGoal150, I SAW A BRIGHT LIGHT, THEN EVERYTHING WENT DARK, (Future): You stand before your opponent, blocking the sun. You jerk to the side, blinding him with the sun's rays before headbutting him in the teeth.
 +
    * PowerGoal151, HE FELL FOR IT, (Future): As you bow before the king, a guard sees that you have a dagger in your belt. This is not allowed in the royal chamber. As the guard approaches, you yell, "Look, over there!" and when the guard looks, you run.
 +
    * PowerGoal152, HUFFING DARKNESS, (Future): You are standing outside the castle gate. You pretend to be drinking from a flask when in reality you are inhaling the gaseous form of the evil demon. Donning a cloak, you sneak through shadows and through the open gate. Safely passed the Underworld-sensitive sentinel dogs, you exhale your master into the courtyard.
 +
    * PowerGoal153, THE CRACKS OF DOOM, (Future): You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
 +
    * PowerGoal154, AMONG THE BARBARIANS, (Future): The newly appointed diplomat arrives in the northlands. He is shocked when the barbarian takes him by the hand and shakes it, a base ritual practiced only by the lowliest peasants in his country. Then he is taken to a hut, no different than the huts of the other barbarians.
 +
    * PowerGoal155, SHINING ARMOR IS IMPORTANT, (Future): The dirt and blood-covered knight corners the villian as the crowd shrinks away from his gruesome appearance. The villian begs for his life before the knight strikes him down, completing the king's mission.
 +
    * PowerGoal156, ANNOYING RELATIVES, (Future): While visiting another town during the Autumn celebration, your distant cousin swings his club at you, barely missing, and laughs at you.
 +
    * PowerGoal157, A GOBLIN'S DEPTH-FIRST SEARCH AT LEVEL FOUR, (Future): You try again and again to hack at the troll with your sword, but the beast keeps you at bay with a long spear. The troll stabs you through the chest and raises you into the air, after which a goblin climbs up on the troll and cuts a valuable necklace from your neck before the others can get it.
 +
    * PowerGoal158, NEVER THE SAME FOREVER AFTER, (Future): The goblin and the troll have fun in the snow, throwing snowballs at each other. The troll puts a rock in one of his snowballs and hits the goblin in the side of the head. For the rest of his days, the goblin can only speak from the left side of his mouth, and he is no longer able to relate to his goblin friends as the brain damage has robbed him of his taste for blood and violence.
 +
    * PowerGoal159, THAT SHIT'LL KILL YOU, (Future): The desert warrior is under the influence of camalah berries. In his cloudy stupor he misjudges where the safe rocks are and stumbles to the side, where he is swallowed up by the treacherous sands.
 +
    * PowerGoal160, SINCE THE BEGINNING OF TIME, (Future): The Night King calls upon his vassal nation to join forces with his great army in order to cleanse the land once and for all of the brutal filth that worship the sun god.
 +
    * PowerGoal161, BUT WHY WAS THE LEADER POINTING THERE?, (Future): The peasants dance around the campfire playing lutes as the village leader points to the sky at the Heavenly Lady, as the constellation was called, into whose bosom it was said the dead were wont to flutter.
 +
    * PowerGoal162, SPARED THE DETAILS, (Future): The Order of Dread, whose royal charter is kept in the Hall of Records in a secret tome, is charged with spying on the nobility and blackmailing them to keep them in line, using their own sick night-lives against them.
 +
    * PowerGoal163, "OH, BY THE WAY...", (Future): The family is feasting with a seat left open for the son that died while making a bridge for the king. With them is a con artist who mentions during the meal that he has a potion that can bring the dead back to life.
 +
    * PowerGoal164, IT DIDN'T HELP MUCH, (Future): Your enemy holds up his hand to shield his face as you bring your axe down upon him.
 +
    * PowerGoal165, "IT WAS A DESPERATE BATTLE...", (Future): You are cursed with the ability to regenerate your limbs overnight. The King of Yondor has set on a bounty on the bandits and will give three gold pieces for every arm that is brought in with the bandits' characteristic tattoos. After adding the necessary marks yourself, you repeatedly cut off your own arm to give to the king, waiting each time for the body part to rot somewhat so as to avoid suspicion.
 +
    * PowerGoal166, GRACE IN VICTORY, (Future): After your rival bests you in a duel, he mockingly offer to help you out of the muddy puddle into which you fell.
 +
    * PowerGoal167, THE EVIL SWAMP, (Future): Unable to deal with the cold damp weather of the evil swamp, you, after first suffering from skin rashes and a wracking cough from wading through the filth, eventually contract the Blue Death, a wasting disease of a mysterious nature. When it runs its course, you are transformed into a salamander.
 +
    * PowerGoal168, CONTEMPLATION, CONCERN, CONFUSION AND CONSTERNATION, (Future): He sits with his hand on his chin in a pose of deep thought, slowly shaking his head while he ponders the troubling events of the night before.
 +
    * PowerGoal169, MAN-BRANDED, (Future): The boy, named To-Be-A-Man like the others, must be branded with the mark of adulthood. He will not truly be a man if he screams in pain.
 +
    * PowerGoal170, AS LONG AS THEY DON'T DO IT TOO OFTEN, (Future): With a foot atop the slain alligator, the barbarian warrior cries "I name you Dragon Sword!" at his raised blade.
 +
    * PowerGoal171, THE MIGHTY ROCKNOR, (Future): The mighty Rocknor summons up his warrior's training, using the Ogre-Lion method to simultaneously strike his opponent in the head with his club and the neck with his foot, causing internal bleeding to his opponent's artery. The unconscious opponent goes into shock.
 +
    * PowerGoal172, WHAT ARE YOU DOING AFTER WORK?, (Future): The guards placed their weapons on the weapon racks and stripped off their tunics before leaving for the tavern to spend their money on wenches and wench-men.
 +
    * PowerGoal173, THEY ARE SENSITIVE CREATURES, (Future): The goblin child taunts the troll child on account of the troll child's large and lardy appearance. The vicious jibes continue until the troll begins to cry, but the goblin child is still not satisfied and continues poking fun. The troll child is eventually driven to anger and hurls the goblin child against a wall, breaking both the wall and the goblin.
 +
    * PowerGoal174, IT'S A BAD PLACE, (Future): A shallow-buried corpse is unearthed by a shadow jaguar, who takes the body back to its den. The discarded bones are possessed by an evil spirit of the gloomy forest.
 +
    * PowerGoal175, THE POWER OF FRIENDSHIP, (Future): The dwarf stumbles out of the whiskey stockpile and falls flat on his face. Finding him there, his companions haul him to bed.
 +
    * PowerGoal176, NOT SO STEALTHY THIS TIME!, (Future): A twig snaps and the adventurer bolts upright from his bedroll, reaching for his sword, knowing that the kobolds were close.
 +
    * PowerGoal177, VERY FOUL, (Future): The foul vapors of the sewer cause the corpse of a discarded murder victim to arise. The zombie wanders back home. When the zombie sees her husband, her dead eyes flash in recognition, and she attacks, for it was he that murdered her!
 +
    * PowerGoal178, WHY DO YOU HANG OUT WITH THOSE GUYS?, (Future): Your friends drag your sleeping drunken body under a low table. Later they wake you and you jump up, hitting your head hard on the wood.
 +
    * PowerGoal179, A STRONG LEADER, (Future): You tell the soldiers that if they do not fight, they are cowards, and they become red-faced with shame, yet they still refuse to charge. You put your hand on your horse-whip and stare them down. Unable to stand further abuse, Twensly shouts, "Whip yourself, for you are the true coward!"
 +
    * PowerGoal180, BATTLE BUFFET, (Future): The troll pokes at the bodies, feeling them for meat. Eventually it drags off the choicest specimen. After a moment, a kobold emerges from the shadows and picks through the bodies looking for shiny trinkets.
 +
    * PowerGoal181, I MAKE ALL MY OWN CLOTHES, (Future): You follow the stench of death to the corpse of a corpulent goblin. You flay it and wear its foul skin as a jumpsuit.
 +
    * PowerGoal182, PLAY DEAD. IF THE ATTACK CONTINUES, IT IS LIKELY PREDATORY. FIGHT BACK VIGOROUSLY., (Future): The great wolf folds its ears back and growls, ready to pounce on the hapless adventurer.
 +
    * PowerGoal183, JUST A LITTLE MORE!, (Future): You are running through the woods when you get shot in the gut by a barbed arrow. The bowel is knicked, and the wound goes septic. You dig desperately at the wound but it only ends up getting more dirty and infected. Eventually your digging becomes so vigorous that your guts pop out through the hole.

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